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. * Reprasents 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. /** @hidden */
  15931. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15932. /** @hidden */
  15933. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15934. /** @hidden */
  15935. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15936. /** nearest is mag = nearest and min = nearest and mip = linear */
  15937. static readonly NEAREST_SAMPLINGMODE: number;
  15938. /** nearest is mag = nearest and min = nearest and mip = linear */
  15939. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15940. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15941. static readonly BILINEAR_SAMPLINGMODE: number;
  15942. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15943. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15944. /** Trilinear is mag = linear and min = linear and mip = linear */
  15945. static readonly TRILINEAR_SAMPLINGMODE: number;
  15946. /** Trilinear is mag = linear and min = linear and mip = linear */
  15947. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15948. /** mag = nearest and min = nearest and mip = nearest */
  15949. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15950. /** mag = nearest and min = linear and mip = nearest */
  15951. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15952. /** mag = nearest and min = linear and mip = linear */
  15953. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15954. /** mag = nearest and min = linear and mip = none */
  15955. static readonly NEAREST_LINEAR: number;
  15956. /** mag = nearest and min = nearest and mip = none */
  15957. static readonly NEAREST_NEAREST: number;
  15958. /** mag = linear and min = nearest and mip = nearest */
  15959. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15960. /** mag = linear and min = nearest and mip = linear */
  15961. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15962. /** mag = linear and min = linear and mip = none */
  15963. static readonly LINEAR_LINEAR: number;
  15964. /** mag = linear and min = nearest and mip = none */
  15965. static readonly LINEAR_NEAREST: number;
  15966. /** Explicit coordinates mode */
  15967. static readonly EXPLICIT_MODE: number;
  15968. /** Spherical coordinates mode */
  15969. static readonly SPHERICAL_MODE: number;
  15970. /** Planar coordinates mode */
  15971. static readonly PLANAR_MODE: number;
  15972. /** Cubic coordinates mode */
  15973. static readonly CUBIC_MODE: number;
  15974. /** Projection coordinates mode */
  15975. static readonly PROJECTION_MODE: number;
  15976. /** Inverse Cubic coordinates mode */
  15977. static readonly SKYBOX_MODE: number;
  15978. /** Inverse Cubic coordinates mode */
  15979. static readonly INVCUBIC_MODE: number;
  15980. /** Equirectangular coordinates mode */
  15981. static readonly EQUIRECTANGULAR_MODE: number;
  15982. /** Equirectangular Fixed coordinates mode */
  15983. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15984. /** Equirectangular Fixed Mirrored coordinates mode */
  15985. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15986. /** Texture is not repeating outside of 0..1 UVs */
  15987. static readonly CLAMP_ADDRESSMODE: number;
  15988. /** Texture is repeating outside of 0..1 UVs */
  15989. static readonly WRAP_ADDRESSMODE: number;
  15990. /** Texture is repeating and mirrored */
  15991. static readonly MIRROR_ADDRESSMODE: number;
  15992. /**
  15993. * 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
  15994. */
  15995. static UseSerializedUrlIfAny: boolean;
  15996. /**
  15997. * Define the url of the texture.
  15998. */
  15999. url: Nullable<string>;
  16000. /**
  16001. * Define an offset on the texture to offset the u coordinates of the UVs
  16002. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16003. */
  16004. uOffset: number;
  16005. /**
  16006. * Define an offset on the texture to offset the v coordinates of the UVs
  16007. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16008. */
  16009. vOffset: number;
  16010. /**
  16011. * Define an offset on the texture to scale the u coordinates of the UVs
  16012. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16013. */
  16014. uScale: number;
  16015. /**
  16016. * Define an offset on the texture to scale the v coordinates of the UVs
  16017. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16018. */
  16019. vScale: number;
  16020. /**
  16021. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16022. * @see http://doc.babylonjs.com/how_to/more_materials
  16023. */
  16024. uAng: number;
  16025. /**
  16026. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16027. * @see http://doc.babylonjs.com/how_to/more_materials
  16028. */
  16029. vAng: number;
  16030. /**
  16031. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16032. * @see http://doc.babylonjs.com/how_to/more_materials
  16033. */
  16034. wAng: number;
  16035. /**
  16036. * Defines the center of rotation (U)
  16037. */
  16038. uRotationCenter: number;
  16039. /**
  16040. * Defines the center of rotation (V)
  16041. */
  16042. vRotationCenter: number;
  16043. /**
  16044. * Defines the center of rotation (W)
  16045. */
  16046. wRotationCenter: number;
  16047. /**
  16048. * Are mip maps generated for this texture or not.
  16049. */
  16050. readonly noMipmap: boolean;
  16051. /**
  16052. * List of inspectable custom properties (used by the Inspector)
  16053. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16054. */
  16055. inspectableCustomProperties: Nullable<IInspectable[]>;
  16056. private _noMipmap;
  16057. /** @hidden */
  16058. _invertY: boolean;
  16059. private _rowGenerationMatrix;
  16060. private _cachedTextureMatrix;
  16061. private _projectionModeMatrix;
  16062. private _t0;
  16063. private _t1;
  16064. private _t2;
  16065. private _cachedUOffset;
  16066. private _cachedVOffset;
  16067. private _cachedUScale;
  16068. private _cachedVScale;
  16069. private _cachedUAng;
  16070. private _cachedVAng;
  16071. private _cachedWAng;
  16072. private _cachedProjectionMatrixId;
  16073. private _cachedCoordinatesMode;
  16074. /** @hidden */
  16075. protected _initialSamplingMode: number;
  16076. /** @hidden */
  16077. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  16078. private _deleteBuffer;
  16079. protected _format: Nullable<number>;
  16080. private _delayedOnLoad;
  16081. private _delayedOnError;
  16082. /**
  16083. * Observable triggered once the texture has been loaded.
  16084. */
  16085. onLoadObservable: Observable<Texture>;
  16086. protected _isBlocking: boolean;
  16087. /**
  16088. * Is the texture preventing material to render while loading.
  16089. * If false, a default texture will be used instead of the loading one during the preparation step.
  16090. */
  16091. isBlocking: boolean;
  16092. /**
  16093. * Get the current sampling mode associated with the texture.
  16094. */
  16095. readonly samplingMode: number;
  16096. /**
  16097. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16098. */
  16099. readonly invertY: boolean;
  16100. /**
  16101. * Instantiates a new texture.
  16102. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16103. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16104. * @param url define the url of the picture to load as a texture
  16105. * @param scene define the scene or engine the texture will belong to
  16106. * @param noMipmap define if the texture will require mip maps or not
  16107. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16108. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16109. * @param onLoad define a callback triggered when the texture has been loaded
  16110. * @param onError define a callback triggered when an error occurred during the loading session
  16111. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16112. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16113. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16114. */
  16115. 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);
  16116. /**
  16117. * Update the url (and optional buffer) of this texture if url was null during construction.
  16118. * @param url the url of the texture
  16119. * @param buffer the buffer of the texture (defaults to null)
  16120. * @param onLoad callback called when the texture is loaded (defaults to null)
  16121. */
  16122. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16123. /**
  16124. * Finish the loading sequence of a texture flagged as delayed load.
  16125. * @hidden
  16126. */
  16127. delayLoad(): void;
  16128. private _prepareRowForTextureGeneration;
  16129. /**
  16130. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16131. * @returns the transform matrix of the texture.
  16132. */
  16133. getTextureMatrix(): Matrix;
  16134. /**
  16135. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16136. * @returns The reflection texture transform
  16137. */
  16138. getReflectionTextureMatrix(): Matrix;
  16139. /**
  16140. * Clones the texture.
  16141. * @returns the cloned texture
  16142. */
  16143. clone(): Texture;
  16144. /**
  16145. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16146. * @returns The JSON representation of the texture
  16147. */
  16148. serialize(): any;
  16149. /**
  16150. * Get the current class name of the texture useful for serialization or dynamic coding.
  16151. * @returns "Texture"
  16152. */
  16153. getClassName(): string;
  16154. /**
  16155. * Dispose the texture and release its associated resources.
  16156. */
  16157. dispose(): void;
  16158. /**
  16159. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16160. * @param parsedTexture Define the JSON representation of the texture
  16161. * @param scene Define the scene the parsed texture should be instantiated in
  16162. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16163. * @returns The parsed texture if successful
  16164. */
  16165. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16166. /**
  16167. * Creates a texture from its base 64 representation.
  16168. * @param data Define the base64 payload without the data: prefix
  16169. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16170. * @param scene Define the scene the texture should belong to
  16171. * @param noMipmap Forces the texture to not create mip map information if true
  16172. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16173. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16174. * @param onLoad define a callback triggered when the texture has been loaded
  16175. * @param onError define a callback triggered when an error occurred during the loading session
  16176. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16177. * @returns the created texture
  16178. */
  16179. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16180. /**
  16181. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16182. * @param data Define the base64 payload without the data: prefix
  16183. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16184. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16185. * @param scene Define the scene the texture should belong to
  16186. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16187. * @param noMipmap Forces the texture to not create mip map information if true
  16188. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16189. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16190. * @param onLoad define a callback triggered when the texture has been loaded
  16191. * @param onError define a callback triggered when an error occurred during the loading session
  16192. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16193. * @returns the created texture
  16194. */
  16195. 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;
  16196. }
  16197. }
  16198. declare module "babylonjs/PostProcesses/postProcessManager" {
  16199. import { Nullable } from "babylonjs/types";
  16200. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16201. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16202. import { Scene } from "babylonjs/scene";
  16203. /**
  16204. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16205. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16206. */
  16207. export class PostProcessManager {
  16208. private _scene;
  16209. private _indexBuffer;
  16210. private _vertexBuffers;
  16211. /**
  16212. * Creates a new instance PostProcess
  16213. * @param scene The scene that the post process is associated with.
  16214. */
  16215. constructor(scene: Scene);
  16216. private _prepareBuffers;
  16217. private _buildIndexBuffer;
  16218. /**
  16219. * Rebuilds the vertex buffers of the manager.
  16220. * @hidden
  16221. */
  16222. _rebuild(): void;
  16223. /**
  16224. * Prepares a frame to be run through a post process.
  16225. * @param sourceTexture The input texture to the post procesess. (default: null)
  16226. * @param postProcesses An array of post processes to be run. (default: null)
  16227. * @returns True if the post processes were able to be run.
  16228. * @hidden
  16229. */
  16230. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16231. /**
  16232. * Manually render a set of post processes to a texture.
  16233. * @param postProcesses An array of post processes to be run.
  16234. * @param targetTexture The target texture to render to.
  16235. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16236. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16237. * @param lodLevel defines which lod of the texture to render to
  16238. */
  16239. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16240. /**
  16241. * Finalize the result of the output of the postprocesses.
  16242. * @param doNotPresent If true the result will not be displayed to the screen.
  16243. * @param targetTexture The target texture to render to.
  16244. * @param faceIndex The index of the face to bind the target texture to.
  16245. * @param postProcesses The array of post processes to render.
  16246. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16247. * @hidden
  16248. */
  16249. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16250. /**
  16251. * Disposes of the post process manager.
  16252. */
  16253. dispose(): void;
  16254. }
  16255. }
  16256. declare module "babylonjs/Misc/gradients" {
  16257. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16258. /** Interface used by value gradients (color, factor, ...) */
  16259. export interface IValueGradient {
  16260. /**
  16261. * Gets or sets the gradient value (between 0 and 1)
  16262. */
  16263. gradient: number;
  16264. }
  16265. /** Class used to store color4 gradient */
  16266. export class ColorGradient implements IValueGradient {
  16267. /**
  16268. * Gets or sets the gradient value (between 0 and 1)
  16269. */
  16270. gradient: number;
  16271. /**
  16272. * Gets or sets first associated color
  16273. */
  16274. color1: Color4;
  16275. /**
  16276. * Gets or sets second associated color
  16277. */
  16278. color2?: Color4;
  16279. /**
  16280. * Will get a color picked randomly between color1 and color2.
  16281. * If color2 is undefined then color1 will be used
  16282. * @param result defines the target Color4 to store the result in
  16283. */
  16284. getColorToRef(result: Color4): void;
  16285. }
  16286. /** Class used to store color 3 gradient */
  16287. export class Color3Gradient implements IValueGradient {
  16288. /**
  16289. * Gets or sets the gradient value (between 0 and 1)
  16290. */
  16291. gradient: number;
  16292. /**
  16293. * Gets or sets the associated color
  16294. */
  16295. color: Color3;
  16296. }
  16297. /** Class used to store factor gradient */
  16298. export class FactorGradient implements IValueGradient {
  16299. /**
  16300. * Gets or sets the gradient value (between 0 and 1)
  16301. */
  16302. gradient: number;
  16303. /**
  16304. * Gets or sets first associated factor
  16305. */
  16306. factor1: number;
  16307. /**
  16308. * Gets or sets second associated factor
  16309. */
  16310. factor2?: number;
  16311. /**
  16312. * Will get a number picked randomly between factor1 and factor2.
  16313. * If factor2 is undefined then factor1 will be used
  16314. * @returns the picked number
  16315. */
  16316. getFactor(): number;
  16317. }
  16318. /**
  16319. * Helper used to simplify some generic gradient tasks
  16320. */
  16321. export class GradientHelper {
  16322. /**
  16323. * Gets the current gradient from an array of IValueGradient
  16324. * @param ratio defines the current ratio to get
  16325. * @param gradients defines the array of IValueGradient
  16326. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16327. */
  16328. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16329. }
  16330. }
  16331. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16332. import { Scene } from "babylonjs/scene";
  16333. import { ISceneComponent } from "babylonjs/sceneComponent";
  16334. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16335. module "babylonjs/abstractScene" {
  16336. interface AbstractScene {
  16337. /**
  16338. * The list of procedural textures added to the scene
  16339. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16340. */
  16341. proceduralTextures: Array<ProceduralTexture>;
  16342. }
  16343. }
  16344. /**
  16345. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16346. * in a given scene.
  16347. */
  16348. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16349. /**
  16350. * The component name helpfull to identify the component in the list of scene components.
  16351. */
  16352. readonly name: string;
  16353. /**
  16354. * The scene the component belongs to.
  16355. */
  16356. scene: Scene;
  16357. /**
  16358. * Creates a new instance of the component for the given scene
  16359. * @param scene Defines the scene to register the component in
  16360. */
  16361. constructor(scene: Scene);
  16362. /**
  16363. * Registers the component in a given scene
  16364. */
  16365. register(): void;
  16366. /**
  16367. * Rebuilds the elements related to this component in case of
  16368. * context lost for instance.
  16369. */
  16370. rebuild(): void;
  16371. /**
  16372. * Disposes the component and the associated ressources.
  16373. */
  16374. dispose(): void;
  16375. private _beforeClear;
  16376. }
  16377. }
  16378. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16379. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16380. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16381. module "babylonjs/Engines/engine" {
  16382. interface Engine {
  16383. /**
  16384. * Creates a new render target cube texture
  16385. * @param size defines the size of the texture
  16386. * @param options defines the options used to create the texture
  16387. * @returns a new render target cube texture stored in an InternalTexture
  16388. */
  16389. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16390. }
  16391. }
  16392. }
  16393. declare module "babylonjs/Shaders/procedural.vertex" {
  16394. /** @hidden */
  16395. export var proceduralVertexShader: {
  16396. name: string;
  16397. shader: string;
  16398. };
  16399. }
  16400. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16401. import { Observable } from "babylonjs/Misc/observable";
  16402. import { Nullable } from "babylonjs/types";
  16403. import { Scene } from "babylonjs/scene";
  16404. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16405. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16406. import { Effect } from "babylonjs/Materials/effect";
  16407. import { Texture } from "babylonjs/Materials/Textures/texture";
  16408. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16409. import "babylonjs/Shaders/procedural.vertex";
  16410. /**
  16411. * 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.
  16412. * This is the base class of any Procedural texture and contains most of the shareable code.
  16413. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16414. */
  16415. export class ProceduralTexture extends Texture {
  16416. isCube: boolean;
  16417. /**
  16418. * Define if the texture is enabled or not (disabled texture will not render)
  16419. */
  16420. isEnabled: boolean;
  16421. /**
  16422. * Define if the texture must be cleared before rendering (default is true)
  16423. */
  16424. autoClear: boolean;
  16425. /**
  16426. * Callback called when the texture is generated
  16427. */
  16428. onGenerated: () => void;
  16429. /**
  16430. * Event raised when the texture is generated
  16431. */
  16432. onGeneratedObservable: Observable<ProceduralTexture>;
  16433. /** @hidden */
  16434. _generateMipMaps: boolean;
  16435. /** @hidden **/
  16436. _effect: Effect;
  16437. /** @hidden */
  16438. _textures: {
  16439. [key: string]: Texture;
  16440. };
  16441. private _size;
  16442. private _currentRefreshId;
  16443. private _refreshRate;
  16444. private _vertexBuffers;
  16445. private _indexBuffer;
  16446. private _uniforms;
  16447. private _samplers;
  16448. private _fragment;
  16449. private _floats;
  16450. private _ints;
  16451. private _floatsArrays;
  16452. private _colors3;
  16453. private _colors4;
  16454. private _vectors2;
  16455. private _vectors3;
  16456. private _matrices;
  16457. private _fallbackTexture;
  16458. private _fallbackTextureUsed;
  16459. private _engine;
  16460. private _cachedDefines;
  16461. private _contentUpdateId;
  16462. private _contentData;
  16463. /**
  16464. * Instantiates a new procedural texture.
  16465. * 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.
  16466. * This is the base class of any Procedural texture and contains most of the shareable code.
  16467. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16468. * @param name Define the name of the texture
  16469. * @param size Define the size of the texture to create
  16470. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16471. * @param scene Define the scene the texture belongs to
  16472. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16473. * @param generateMipMaps Define if the texture should creates mip maps or not
  16474. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16475. */
  16476. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16477. /**
  16478. * The effect that is created when initializing the post process.
  16479. * @returns The created effect corresponding the the postprocess.
  16480. */
  16481. getEffect(): Effect;
  16482. /**
  16483. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16484. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16485. */
  16486. getContent(): Nullable<ArrayBufferView>;
  16487. private _createIndexBuffer;
  16488. /** @hidden */
  16489. _rebuild(): void;
  16490. /**
  16491. * Resets the texture in order to recreate its associated resources.
  16492. * This can be called in case of context loss
  16493. */
  16494. reset(): void;
  16495. protected _getDefines(): string;
  16496. /**
  16497. * Is the texture ready to be used ? (rendered at least once)
  16498. * @returns true if ready, otherwise, false.
  16499. */
  16500. isReady(): boolean;
  16501. /**
  16502. * Resets the refresh counter of the texture and start bak from scratch.
  16503. * Could be useful to regenerate the texture if it is setup to render only once.
  16504. */
  16505. resetRefreshCounter(): void;
  16506. /**
  16507. * Set the fragment shader to use in order to render the texture.
  16508. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16509. */
  16510. setFragment(fragment: any): void;
  16511. /**
  16512. * Define the refresh rate of the texture or the rendering frequency.
  16513. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16514. */
  16515. refreshRate: number;
  16516. /** @hidden */
  16517. _shouldRender(): boolean;
  16518. /**
  16519. * Get the size the texture is rendering at.
  16520. * @returns the size (texture is always squared)
  16521. */
  16522. getRenderSize(): number;
  16523. /**
  16524. * Resize the texture to new value.
  16525. * @param size Define the new size the texture should have
  16526. * @param generateMipMaps Define whether the new texture should create mip maps
  16527. */
  16528. resize(size: number, generateMipMaps: boolean): void;
  16529. private _checkUniform;
  16530. /**
  16531. * Set a texture in the shader program used to render.
  16532. * @param name Define the name of the uniform samplers as defined in the shader
  16533. * @param texture Define the texture to bind to this sampler
  16534. * @return the texture itself allowing "fluent" like uniform updates
  16535. */
  16536. setTexture(name: string, texture: Texture): ProceduralTexture;
  16537. /**
  16538. * Set a float in the shader.
  16539. * @param name Define the name of the uniform as defined in the shader
  16540. * @param value Define the value to give to the uniform
  16541. * @return the texture itself allowing "fluent" like uniform updates
  16542. */
  16543. setFloat(name: string, value: number): ProceduralTexture;
  16544. /**
  16545. * Set a int in the shader.
  16546. * @param name Define the name of the uniform as defined in the shader
  16547. * @param value Define the value to give to the uniform
  16548. * @return the texture itself allowing "fluent" like uniform updates
  16549. */
  16550. setInt(name: string, value: number): ProceduralTexture;
  16551. /**
  16552. * Set an array of floats in the shader.
  16553. * @param name Define the name of the uniform as defined in the shader
  16554. * @param value Define the value to give to the uniform
  16555. * @return the texture itself allowing "fluent" like uniform updates
  16556. */
  16557. setFloats(name: string, value: number[]): ProceduralTexture;
  16558. /**
  16559. * Set a vec3 in the shader from a Color3.
  16560. * @param name Define the name of the uniform as defined in the shader
  16561. * @param value Define the value to give to the uniform
  16562. * @return the texture itself allowing "fluent" like uniform updates
  16563. */
  16564. setColor3(name: string, value: Color3): ProceduralTexture;
  16565. /**
  16566. * Set a vec4 in the shader from a Color4.
  16567. * @param name Define the name of the uniform as defined in the shader
  16568. * @param value Define the value to give to the uniform
  16569. * @return the texture itself allowing "fluent" like uniform updates
  16570. */
  16571. setColor4(name: string, value: Color4): ProceduralTexture;
  16572. /**
  16573. * Set a vec2 in the shader from a Vector2.
  16574. * @param name Define the name of the uniform as defined in the shader
  16575. * @param value Define the value to give to the uniform
  16576. * @return the texture itself allowing "fluent" like uniform updates
  16577. */
  16578. setVector2(name: string, value: Vector2): ProceduralTexture;
  16579. /**
  16580. * Set a vec3 in the shader from a Vector3.
  16581. * @param name Define the name of the uniform as defined in the shader
  16582. * @param value Define the value to give to the uniform
  16583. * @return the texture itself allowing "fluent" like uniform updates
  16584. */
  16585. setVector3(name: string, value: Vector3): ProceduralTexture;
  16586. /**
  16587. * Set a mat4 in the shader from a MAtrix.
  16588. * @param name Define the name of the uniform as defined in the shader
  16589. * @param value Define the value to give to the uniform
  16590. * @return the texture itself allowing "fluent" like uniform updates
  16591. */
  16592. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16593. /**
  16594. * Render the texture to its associated render target.
  16595. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16596. */
  16597. render(useCameraPostProcess?: boolean): void;
  16598. /**
  16599. * Clone the texture.
  16600. * @returns the cloned texture
  16601. */
  16602. clone(): ProceduralTexture;
  16603. /**
  16604. * Dispose the texture and release its asoociated resources.
  16605. */
  16606. dispose(): void;
  16607. }
  16608. }
  16609. declare module "babylonjs/Particles/baseParticleSystem" {
  16610. import { Nullable } from "babylonjs/types";
  16611. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16612. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16613. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16614. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16615. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16616. import { Scene } from "babylonjs/scene";
  16617. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16618. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16619. import { Texture } from "babylonjs/Materials/Textures/texture";
  16620. import { Color4 } from "babylonjs/Maths/math.color";
  16621. import { Animation } from "babylonjs/Animations/animation";
  16622. /**
  16623. * This represents the base class for particle system in Babylon.
  16624. * 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.
  16625. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16626. * @example https://doc.babylonjs.com/babylon101/particles
  16627. */
  16628. export class BaseParticleSystem {
  16629. /**
  16630. * Source color is added to the destination color without alpha affecting the result
  16631. */
  16632. static BLENDMODE_ONEONE: number;
  16633. /**
  16634. * Blend current color and particle color using particle’s alpha
  16635. */
  16636. static BLENDMODE_STANDARD: number;
  16637. /**
  16638. * Add current color and particle color multiplied by particle’s alpha
  16639. */
  16640. static BLENDMODE_ADD: number;
  16641. /**
  16642. * Multiply current color with particle color
  16643. */
  16644. static BLENDMODE_MULTIPLY: number;
  16645. /**
  16646. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16647. */
  16648. static BLENDMODE_MULTIPLYADD: number;
  16649. /**
  16650. * List of animations used by the particle system.
  16651. */
  16652. animations: Animation[];
  16653. /**
  16654. * The id of the Particle system.
  16655. */
  16656. id: string;
  16657. /**
  16658. * The friendly name of the Particle system.
  16659. */
  16660. name: string;
  16661. /**
  16662. * The rendering group used by the Particle system to chose when to render.
  16663. */
  16664. renderingGroupId: number;
  16665. /**
  16666. * The emitter represents the Mesh or position we are attaching the particle system to.
  16667. */
  16668. emitter: Nullable<AbstractMesh | Vector3>;
  16669. /**
  16670. * The maximum number of particles to emit per frame
  16671. */
  16672. emitRate: number;
  16673. /**
  16674. * If you want to launch only a few particles at once, that can be done, as well.
  16675. */
  16676. manualEmitCount: number;
  16677. /**
  16678. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16679. */
  16680. updateSpeed: number;
  16681. /**
  16682. * The amount of time the particle system is running (depends of the overall update speed).
  16683. */
  16684. targetStopDuration: number;
  16685. /**
  16686. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16687. */
  16688. disposeOnStop: boolean;
  16689. /**
  16690. * Minimum power of emitting particles.
  16691. */
  16692. minEmitPower: number;
  16693. /**
  16694. * Maximum power of emitting particles.
  16695. */
  16696. maxEmitPower: number;
  16697. /**
  16698. * Minimum life time of emitting particles.
  16699. */
  16700. minLifeTime: number;
  16701. /**
  16702. * Maximum life time of emitting particles.
  16703. */
  16704. maxLifeTime: number;
  16705. /**
  16706. * Minimum Size of emitting particles.
  16707. */
  16708. minSize: number;
  16709. /**
  16710. * Maximum Size of emitting particles.
  16711. */
  16712. maxSize: number;
  16713. /**
  16714. * Minimum scale of emitting particles on X axis.
  16715. */
  16716. minScaleX: number;
  16717. /**
  16718. * Maximum scale of emitting particles on X axis.
  16719. */
  16720. maxScaleX: number;
  16721. /**
  16722. * Minimum scale of emitting particles on Y axis.
  16723. */
  16724. minScaleY: number;
  16725. /**
  16726. * Maximum scale of emitting particles on Y axis.
  16727. */
  16728. maxScaleY: number;
  16729. /**
  16730. * Gets or sets the minimal initial rotation in radians.
  16731. */
  16732. minInitialRotation: number;
  16733. /**
  16734. * Gets or sets the maximal initial rotation in radians.
  16735. */
  16736. maxInitialRotation: number;
  16737. /**
  16738. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16739. */
  16740. minAngularSpeed: number;
  16741. /**
  16742. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16743. */
  16744. maxAngularSpeed: number;
  16745. /**
  16746. * The texture used to render each particle. (this can be a spritesheet)
  16747. */
  16748. particleTexture: Nullable<Texture>;
  16749. /**
  16750. * The layer mask we are rendering the particles through.
  16751. */
  16752. layerMask: number;
  16753. /**
  16754. * This can help using your own shader to render the particle system.
  16755. * The according effect will be created
  16756. */
  16757. customShader: any;
  16758. /**
  16759. * By default particle system starts as soon as they are created. This prevents the
  16760. * automatic start to happen and let you decide when to start emitting particles.
  16761. */
  16762. preventAutoStart: boolean;
  16763. private _noiseTexture;
  16764. /**
  16765. * Gets or sets a texture used to add random noise to particle positions
  16766. */
  16767. noiseTexture: Nullable<ProceduralTexture>;
  16768. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16769. noiseStrength: Vector3;
  16770. /**
  16771. * Callback triggered when the particle animation is ending.
  16772. */
  16773. onAnimationEnd: Nullable<() => void>;
  16774. /**
  16775. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16776. */
  16777. blendMode: number;
  16778. /**
  16779. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16780. * to override the particles.
  16781. */
  16782. forceDepthWrite: boolean;
  16783. /** 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 */
  16784. preWarmCycles: number;
  16785. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16786. preWarmStepOffset: number;
  16787. /**
  16788. * 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)
  16789. */
  16790. spriteCellChangeSpeed: number;
  16791. /**
  16792. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16793. */
  16794. startSpriteCellID: number;
  16795. /**
  16796. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16797. */
  16798. endSpriteCellID: number;
  16799. /**
  16800. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16801. */
  16802. spriteCellWidth: number;
  16803. /**
  16804. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16805. */
  16806. spriteCellHeight: number;
  16807. /**
  16808. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16809. */
  16810. spriteRandomStartCell: boolean;
  16811. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16812. translationPivot: Vector2;
  16813. /** @hidden */
  16814. protected _isAnimationSheetEnabled: boolean;
  16815. /**
  16816. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16817. */
  16818. beginAnimationOnStart: boolean;
  16819. /**
  16820. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16821. */
  16822. beginAnimationFrom: number;
  16823. /**
  16824. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16825. */
  16826. beginAnimationTo: number;
  16827. /**
  16828. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16829. */
  16830. beginAnimationLoop: boolean;
  16831. /**
  16832. * Gets or sets a world offset applied to all particles
  16833. */
  16834. worldOffset: Vector3;
  16835. /**
  16836. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16837. */
  16838. isAnimationSheetEnabled: boolean;
  16839. /**
  16840. * Get hosting scene
  16841. * @returns the scene
  16842. */
  16843. getScene(): Scene;
  16844. /**
  16845. * You can use gravity if you want to give an orientation to your particles.
  16846. */
  16847. gravity: Vector3;
  16848. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16849. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16850. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16851. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16852. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16853. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16854. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16855. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16856. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16857. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16858. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16859. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16860. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16861. /**
  16862. * Defines the delay in milliseconds before starting the system (0 by default)
  16863. */
  16864. startDelay: number;
  16865. /**
  16866. * Gets the current list of drag gradients.
  16867. * You must use addDragGradient and removeDragGradient to udpate this list
  16868. * @returns the list of drag gradients
  16869. */
  16870. getDragGradients(): Nullable<Array<FactorGradient>>;
  16871. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16872. limitVelocityDamping: number;
  16873. /**
  16874. * Gets the current list of limit velocity gradients.
  16875. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16876. * @returns the list of limit velocity gradients
  16877. */
  16878. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16879. /**
  16880. * Gets the current list of color gradients.
  16881. * You must use addColorGradient and removeColorGradient to udpate this list
  16882. * @returns the list of color gradients
  16883. */
  16884. getColorGradients(): Nullable<Array<ColorGradient>>;
  16885. /**
  16886. * Gets the current list of size gradients.
  16887. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16888. * @returns the list of size gradients
  16889. */
  16890. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16891. /**
  16892. * Gets the current list of color remap gradients.
  16893. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16894. * @returns the list of color remap gradients
  16895. */
  16896. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16897. /**
  16898. * Gets the current list of alpha remap gradients.
  16899. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16900. * @returns the list of alpha remap gradients
  16901. */
  16902. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16903. /**
  16904. * Gets the current list of life time gradients.
  16905. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16906. * @returns the list of life time gradients
  16907. */
  16908. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16909. /**
  16910. * Gets the current list of angular speed gradients.
  16911. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16912. * @returns the list of angular speed gradients
  16913. */
  16914. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16915. /**
  16916. * Gets the current list of velocity gradients.
  16917. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16918. * @returns the list of velocity gradients
  16919. */
  16920. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16921. /**
  16922. * Gets the current list of start size gradients.
  16923. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16924. * @returns the list of start size gradients
  16925. */
  16926. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16927. /**
  16928. * Gets the current list of emit rate gradients.
  16929. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16930. * @returns the list of emit rate gradients
  16931. */
  16932. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16933. /**
  16934. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16935. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16936. */
  16937. direction1: Vector3;
  16938. /**
  16939. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16940. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16941. */
  16942. direction2: Vector3;
  16943. /**
  16944. * 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.
  16945. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16946. */
  16947. minEmitBox: Vector3;
  16948. /**
  16949. * 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.
  16950. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16951. */
  16952. maxEmitBox: Vector3;
  16953. /**
  16954. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16955. */
  16956. color1: Color4;
  16957. /**
  16958. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16959. */
  16960. color2: Color4;
  16961. /**
  16962. * Color the particle will have at the end of its lifetime
  16963. */
  16964. colorDead: Color4;
  16965. /**
  16966. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16967. */
  16968. textureMask: Color4;
  16969. /**
  16970. * The particle emitter type defines the emitter used by the particle system.
  16971. * It can be for example box, sphere, or cone...
  16972. */
  16973. particleEmitterType: IParticleEmitterType;
  16974. /** @hidden */
  16975. _isSubEmitter: boolean;
  16976. /**
  16977. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16978. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16979. */
  16980. billboardMode: number;
  16981. protected _isBillboardBased: boolean;
  16982. /**
  16983. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16984. */
  16985. isBillboardBased: boolean;
  16986. /**
  16987. * The scene the particle system belongs to.
  16988. */
  16989. protected _scene: Scene;
  16990. /**
  16991. * Local cache of defines for image processing.
  16992. */
  16993. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16994. /**
  16995. * Default configuration related to image processing available in the standard Material.
  16996. */
  16997. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16998. /**
  16999. * Gets the image processing configuration used either in this material.
  17000. */
  17001. /**
  17002. * Sets the Default image processing configuration used either in the this material.
  17003. *
  17004. * If sets to null, the scene one is in use.
  17005. */
  17006. imageProcessingConfiguration: ImageProcessingConfiguration;
  17007. /**
  17008. * Attaches a new image processing configuration to the Standard Material.
  17009. * @param configuration
  17010. */
  17011. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17012. /** @hidden */
  17013. protected _reset(): void;
  17014. /** @hidden */
  17015. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17016. /**
  17017. * Instantiates a particle system.
  17018. * 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.
  17019. * @param name The name of the particle system
  17020. */
  17021. constructor(name: string);
  17022. /**
  17023. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17024. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17025. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17026. * @returns the emitter
  17027. */
  17028. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17029. /**
  17030. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17031. * @param radius The radius of the hemisphere to emit from
  17032. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17033. * @returns the emitter
  17034. */
  17035. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17036. /**
  17037. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17038. * @param radius The radius of the sphere to emit from
  17039. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17040. * @returns the emitter
  17041. */
  17042. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17043. /**
  17044. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17045. * @param radius The radius of the sphere to emit from
  17046. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17047. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17048. * @returns the emitter
  17049. */
  17050. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17051. /**
  17052. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17053. * @param radius The radius of the emission cylinder
  17054. * @param height The height of the emission cylinder
  17055. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17056. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17057. * @returns the emitter
  17058. */
  17059. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17060. /**
  17061. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17062. * @param radius The radius of the cylinder to emit from
  17063. * @param height The height of the emission cylinder
  17064. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17065. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17066. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17067. * @returns the emitter
  17068. */
  17069. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17070. /**
  17071. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17072. * @param radius The radius of the cone to emit from
  17073. * @param angle The base angle of the cone
  17074. * @returns the emitter
  17075. */
  17076. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17077. /**
  17078. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17079. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17080. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17081. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17082. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17083. * @returns the emitter
  17084. */
  17085. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17086. }
  17087. }
  17088. declare module "babylonjs/Particles/subEmitter" {
  17089. import { Scene } from "babylonjs/scene";
  17090. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17091. /**
  17092. * Type of sub emitter
  17093. */
  17094. export enum SubEmitterType {
  17095. /**
  17096. * Attached to the particle over it's lifetime
  17097. */
  17098. ATTACHED = 0,
  17099. /**
  17100. * Created when the particle dies
  17101. */
  17102. END = 1
  17103. }
  17104. /**
  17105. * Sub emitter class used to emit particles from an existing particle
  17106. */
  17107. export class SubEmitter {
  17108. /**
  17109. * the particle system to be used by the sub emitter
  17110. */
  17111. particleSystem: ParticleSystem;
  17112. /**
  17113. * Type of the submitter (Default: END)
  17114. */
  17115. type: SubEmitterType;
  17116. /**
  17117. * 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)
  17118. * Note: This only is supported when using an emitter of type Mesh
  17119. */
  17120. inheritDirection: boolean;
  17121. /**
  17122. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17123. */
  17124. inheritedVelocityAmount: number;
  17125. /**
  17126. * Creates a sub emitter
  17127. * @param particleSystem the particle system to be used by the sub emitter
  17128. */
  17129. constructor(
  17130. /**
  17131. * the particle system to be used by the sub emitter
  17132. */
  17133. particleSystem: ParticleSystem);
  17134. /**
  17135. * Clones the sub emitter
  17136. * @returns the cloned sub emitter
  17137. */
  17138. clone(): SubEmitter;
  17139. /**
  17140. * Serialize current object to a JSON object
  17141. * @returns the serialized object
  17142. */
  17143. serialize(): any;
  17144. /** @hidden */
  17145. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17146. /**
  17147. * Creates a new SubEmitter from a serialized JSON version
  17148. * @param serializationObject defines the JSON object to read from
  17149. * @param scene defines the hosting scene
  17150. * @param rootUrl defines the rootUrl for data loading
  17151. * @returns a new SubEmitter
  17152. */
  17153. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17154. /** Release associated resources */
  17155. dispose(): void;
  17156. }
  17157. }
  17158. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17159. /** @hidden */
  17160. export var clipPlaneFragmentDeclaration: {
  17161. name: string;
  17162. shader: string;
  17163. };
  17164. }
  17165. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17166. /** @hidden */
  17167. export var imageProcessingDeclaration: {
  17168. name: string;
  17169. shader: string;
  17170. };
  17171. }
  17172. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17173. /** @hidden */
  17174. export var imageProcessingFunctions: {
  17175. name: string;
  17176. shader: string;
  17177. };
  17178. }
  17179. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17180. /** @hidden */
  17181. export var clipPlaneFragment: {
  17182. name: string;
  17183. shader: string;
  17184. };
  17185. }
  17186. declare module "babylonjs/Shaders/particles.fragment" {
  17187. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17188. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17189. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17190. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17191. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17192. /** @hidden */
  17193. export var particlesPixelShader: {
  17194. name: string;
  17195. shader: string;
  17196. };
  17197. }
  17198. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17199. /** @hidden */
  17200. export var clipPlaneVertexDeclaration: {
  17201. name: string;
  17202. shader: string;
  17203. };
  17204. }
  17205. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17206. /** @hidden */
  17207. export var clipPlaneVertex: {
  17208. name: string;
  17209. shader: string;
  17210. };
  17211. }
  17212. declare module "babylonjs/Shaders/particles.vertex" {
  17213. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17214. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17215. /** @hidden */
  17216. export var particlesVertexShader: {
  17217. name: string;
  17218. shader: string;
  17219. };
  17220. }
  17221. declare module "babylonjs/Particles/particleSystem" {
  17222. import { Nullable } from "babylonjs/types";
  17223. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17224. import { Observable } from "babylonjs/Misc/observable";
  17225. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17226. import { Effect } from "babylonjs/Materials/effect";
  17227. import { Scene, IDisposable } from "babylonjs/scene";
  17228. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17229. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17230. import { Particle } from "babylonjs/Particles/particle";
  17231. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17232. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17233. import "babylonjs/Shaders/particles.fragment";
  17234. import "babylonjs/Shaders/particles.vertex";
  17235. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17236. /**
  17237. * This represents a particle system in Babylon.
  17238. * 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.
  17239. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17240. * @example https://doc.babylonjs.com/babylon101/particles
  17241. */
  17242. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17243. /**
  17244. * Billboard mode will only apply to Y axis
  17245. */
  17246. static readonly BILLBOARDMODE_Y: number;
  17247. /**
  17248. * Billboard mode will apply to all axes
  17249. */
  17250. static readonly BILLBOARDMODE_ALL: number;
  17251. /**
  17252. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17253. */
  17254. static readonly BILLBOARDMODE_STRETCHED: number;
  17255. /**
  17256. * This function can be defined to provide custom update for active particles.
  17257. * This function will be called instead of regular update (age, position, color, etc.).
  17258. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17259. */
  17260. updateFunction: (particles: Particle[]) => void;
  17261. private _emitterWorldMatrix;
  17262. /**
  17263. * This function can be defined to specify initial direction for every new particle.
  17264. * It by default use the emitterType defined function
  17265. */
  17266. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17267. /**
  17268. * This function can be defined to specify initial position for every new particle.
  17269. * It by default use the emitterType defined function
  17270. */
  17271. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17272. /**
  17273. * @hidden
  17274. */
  17275. _inheritedVelocityOffset: Vector3;
  17276. /**
  17277. * An event triggered when the system is disposed
  17278. */
  17279. onDisposeObservable: Observable<ParticleSystem>;
  17280. private _onDisposeObserver;
  17281. /**
  17282. * Sets a callback that will be triggered when the system is disposed
  17283. */
  17284. onDispose: () => void;
  17285. private _particles;
  17286. private _epsilon;
  17287. private _capacity;
  17288. private _stockParticles;
  17289. private _newPartsExcess;
  17290. private _vertexData;
  17291. private _vertexBuffer;
  17292. private _vertexBuffers;
  17293. private _spriteBuffer;
  17294. private _indexBuffer;
  17295. private _effect;
  17296. private _customEffect;
  17297. private _cachedDefines;
  17298. private _scaledColorStep;
  17299. private _colorDiff;
  17300. private _scaledDirection;
  17301. private _scaledGravity;
  17302. private _currentRenderId;
  17303. private _alive;
  17304. private _useInstancing;
  17305. private _started;
  17306. private _stopped;
  17307. private _actualFrame;
  17308. private _scaledUpdateSpeed;
  17309. private _vertexBufferSize;
  17310. /** @hidden */
  17311. _currentEmitRateGradient: Nullable<FactorGradient>;
  17312. /** @hidden */
  17313. _currentEmitRate1: number;
  17314. /** @hidden */
  17315. _currentEmitRate2: number;
  17316. /** @hidden */
  17317. _currentStartSizeGradient: Nullable<FactorGradient>;
  17318. /** @hidden */
  17319. _currentStartSize1: number;
  17320. /** @hidden */
  17321. _currentStartSize2: number;
  17322. private readonly _rawTextureWidth;
  17323. private _rampGradientsTexture;
  17324. private _useRampGradients;
  17325. /** Gets or sets a boolean indicating that ramp gradients must be used
  17326. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17327. */
  17328. useRampGradients: boolean;
  17329. /**
  17330. * 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.
  17331. * 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: [])
  17332. */
  17333. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17334. private _subEmitters;
  17335. /**
  17336. * @hidden
  17337. * If the particle systems emitter should be disposed when the particle system is disposed
  17338. */
  17339. _disposeEmitterOnDispose: boolean;
  17340. /**
  17341. * The current active Sub-systems, this property is used by the root particle system only.
  17342. */
  17343. activeSubSystems: Array<ParticleSystem>;
  17344. private _rootParticleSystem;
  17345. /**
  17346. * Gets the current list of active particles
  17347. */
  17348. readonly particles: Particle[];
  17349. /**
  17350. * Returns the string "ParticleSystem"
  17351. * @returns a string containing the class name
  17352. */
  17353. getClassName(): string;
  17354. /**
  17355. * Instantiates a particle system.
  17356. * 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.
  17357. * @param name The name of the particle system
  17358. * @param capacity The max number of particles alive at the same time
  17359. * @param scene The scene the particle system belongs to
  17360. * @param customEffect a custom effect used to change the way particles are rendered by default
  17361. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17362. * @param epsilon Offset used to render the particles
  17363. */
  17364. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17365. private _addFactorGradient;
  17366. private _removeFactorGradient;
  17367. /**
  17368. * Adds a new life time gradient
  17369. * @param gradient defines the gradient to use (between 0 and 1)
  17370. * @param factor defines the life time factor to affect to the specified gradient
  17371. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17372. * @returns the current particle system
  17373. */
  17374. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17375. /**
  17376. * Remove a specific life time gradient
  17377. * @param gradient defines the gradient to remove
  17378. * @returns the current particle system
  17379. */
  17380. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17381. /**
  17382. * Adds a new size gradient
  17383. * @param gradient defines the gradient to use (between 0 and 1)
  17384. * @param factor defines the size factor to affect to the specified gradient
  17385. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17386. * @returns the current particle system
  17387. */
  17388. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17389. /**
  17390. * Remove a specific size gradient
  17391. * @param gradient defines the gradient to remove
  17392. * @returns the current particle system
  17393. */
  17394. removeSizeGradient(gradient: number): IParticleSystem;
  17395. /**
  17396. * Adds a new color remap gradient
  17397. * @param gradient defines the gradient to use (between 0 and 1)
  17398. * @param min defines the color remap minimal range
  17399. * @param max defines the color remap maximal range
  17400. * @returns the current particle system
  17401. */
  17402. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17403. /**
  17404. * Remove a specific color remap gradient
  17405. * @param gradient defines the gradient to remove
  17406. * @returns the current particle system
  17407. */
  17408. removeColorRemapGradient(gradient: number): IParticleSystem;
  17409. /**
  17410. * Adds a new alpha remap gradient
  17411. * @param gradient defines the gradient to use (between 0 and 1)
  17412. * @param min defines the alpha remap minimal range
  17413. * @param max defines the alpha remap maximal range
  17414. * @returns the current particle system
  17415. */
  17416. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17417. /**
  17418. * Remove a specific alpha remap gradient
  17419. * @param gradient defines the gradient to remove
  17420. * @returns the current particle system
  17421. */
  17422. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17423. /**
  17424. * Adds a new angular speed gradient
  17425. * @param gradient defines the gradient to use (between 0 and 1)
  17426. * @param factor defines the angular speed to affect to the specified gradient
  17427. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17428. * @returns the current particle system
  17429. */
  17430. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17431. /**
  17432. * Remove a specific angular speed gradient
  17433. * @param gradient defines the gradient to remove
  17434. * @returns the current particle system
  17435. */
  17436. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17437. /**
  17438. * Adds a new velocity gradient
  17439. * @param gradient defines the gradient to use (between 0 and 1)
  17440. * @param factor defines the velocity to affect to the specified gradient
  17441. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17442. * @returns the current particle system
  17443. */
  17444. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17445. /**
  17446. * Remove a specific velocity gradient
  17447. * @param gradient defines the gradient to remove
  17448. * @returns the current particle system
  17449. */
  17450. removeVelocityGradient(gradient: number): IParticleSystem;
  17451. /**
  17452. * Adds a new limit velocity gradient
  17453. * @param gradient defines the gradient to use (between 0 and 1)
  17454. * @param factor defines the limit velocity value to affect to the specified gradient
  17455. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17456. * @returns the current particle system
  17457. */
  17458. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17459. /**
  17460. * Remove a specific limit velocity gradient
  17461. * @param gradient defines the gradient to remove
  17462. * @returns the current particle system
  17463. */
  17464. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17465. /**
  17466. * Adds a new drag gradient
  17467. * @param gradient defines the gradient to use (between 0 and 1)
  17468. * @param factor defines the drag value to affect to the specified gradient
  17469. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17470. * @returns the current particle system
  17471. */
  17472. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17473. /**
  17474. * Remove a specific drag gradient
  17475. * @param gradient defines the gradient to remove
  17476. * @returns the current particle system
  17477. */
  17478. removeDragGradient(gradient: number): IParticleSystem;
  17479. /**
  17480. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17481. * @param gradient defines the gradient to use (between 0 and 1)
  17482. * @param factor defines the emit rate value to affect to the specified gradient
  17483. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17484. * @returns the current particle system
  17485. */
  17486. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17487. /**
  17488. * Remove a specific emit rate gradient
  17489. * @param gradient defines the gradient to remove
  17490. * @returns the current particle system
  17491. */
  17492. removeEmitRateGradient(gradient: number): IParticleSystem;
  17493. /**
  17494. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17495. * @param gradient defines the gradient to use (between 0 and 1)
  17496. * @param factor defines the start size value to affect to the specified gradient
  17497. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17498. * @returns the current particle system
  17499. */
  17500. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17501. /**
  17502. * Remove a specific start size gradient
  17503. * @param gradient defines the gradient to remove
  17504. * @returns the current particle system
  17505. */
  17506. removeStartSizeGradient(gradient: number): IParticleSystem;
  17507. private _createRampGradientTexture;
  17508. /**
  17509. * Gets the current list of ramp gradients.
  17510. * You must use addRampGradient and removeRampGradient to udpate this list
  17511. * @returns the list of ramp gradients
  17512. */
  17513. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17514. /**
  17515. * Adds a new ramp gradient used to remap particle colors
  17516. * @param gradient defines the gradient to use (between 0 and 1)
  17517. * @param color defines the color to affect to the specified gradient
  17518. * @returns the current particle system
  17519. */
  17520. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17521. /**
  17522. * Remove a specific ramp gradient
  17523. * @param gradient defines the gradient to remove
  17524. * @returns the current particle system
  17525. */
  17526. removeRampGradient(gradient: number): ParticleSystem;
  17527. /**
  17528. * Adds a new color gradient
  17529. * @param gradient defines the gradient to use (between 0 and 1)
  17530. * @param color1 defines the color to affect to the specified gradient
  17531. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17532. * @returns this particle system
  17533. */
  17534. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17535. /**
  17536. * Remove a specific color gradient
  17537. * @param gradient defines the gradient to remove
  17538. * @returns this particle system
  17539. */
  17540. removeColorGradient(gradient: number): IParticleSystem;
  17541. private _fetchR;
  17542. protected _reset(): void;
  17543. private _resetEffect;
  17544. private _createVertexBuffers;
  17545. private _createIndexBuffer;
  17546. /**
  17547. * Gets the maximum number of particles active at the same time.
  17548. * @returns The max number of active particles.
  17549. */
  17550. getCapacity(): number;
  17551. /**
  17552. * Gets whether there are still active particles in the system.
  17553. * @returns True if it is alive, otherwise false.
  17554. */
  17555. isAlive(): boolean;
  17556. /**
  17557. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17558. * @returns True if it has been started, otherwise false.
  17559. */
  17560. isStarted(): boolean;
  17561. private _prepareSubEmitterInternalArray;
  17562. /**
  17563. * Starts the particle system and begins to emit
  17564. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17565. */
  17566. start(delay?: number): void;
  17567. /**
  17568. * Stops the particle system.
  17569. * @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.
  17570. */
  17571. stop(stopSubEmitters?: boolean): void;
  17572. /**
  17573. * Remove all active particles
  17574. */
  17575. reset(): void;
  17576. /**
  17577. * @hidden (for internal use only)
  17578. */
  17579. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17580. /**
  17581. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17582. * Its lifetime will start back at 0.
  17583. */
  17584. recycleParticle: (particle: Particle) => void;
  17585. private _stopSubEmitters;
  17586. private _createParticle;
  17587. private _removeFromRoot;
  17588. private _emitFromParticle;
  17589. private _update;
  17590. /** @hidden */
  17591. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17592. /** @hidden */
  17593. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17594. /** @hidden */
  17595. private _getEffect;
  17596. /**
  17597. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17598. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17599. */
  17600. animate(preWarmOnly?: boolean): void;
  17601. private _appendParticleVertices;
  17602. /**
  17603. * Rebuilds the particle system.
  17604. */
  17605. rebuild(): void;
  17606. /**
  17607. * Is this system ready to be used/rendered
  17608. * @return true if the system is ready
  17609. */
  17610. isReady(): boolean;
  17611. private _render;
  17612. /**
  17613. * Renders the particle system in its current state.
  17614. * @returns the current number of particles
  17615. */
  17616. render(): number;
  17617. /**
  17618. * Disposes the particle system and free the associated resources
  17619. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17620. */
  17621. dispose(disposeTexture?: boolean): void;
  17622. /**
  17623. * Clones the particle system.
  17624. * @param name The name of the cloned object
  17625. * @param newEmitter The new emitter to use
  17626. * @returns the cloned particle system
  17627. */
  17628. clone(name: string, newEmitter: any): ParticleSystem;
  17629. /**
  17630. * Serializes the particle system to a JSON object.
  17631. * @returns the JSON object
  17632. */
  17633. serialize(): any;
  17634. /** @hidden */
  17635. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17636. /** @hidden */
  17637. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17638. /**
  17639. * Parses a JSON object to create a particle system.
  17640. * @param parsedParticleSystem The JSON object to parse
  17641. * @param scene The scene to create the particle system in
  17642. * @param rootUrl The root url to use to load external dependencies like texture
  17643. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17644. * @returns the Parsed particle system
  17645. */
  17646. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17647. }
  17648. }
  17649. declare module "babylonjs/Particles/particle" {
  17650. import { Nullable } from "babylonjs/types";
  17651. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17652. import { Color4 } from "babylonjs/Maths/math.color";
  17653. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17654. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17655. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17656. /**
  17657. * A particle represents one of the element emitted by a particle system.
  17658. * This is mainly define by its coordinates, direction, velocity and age.
  17659. */
  17660. export class Particle {
  17661. /**
  17662. * The particle system the particle belongs to.
  17663. */
  17664. particleSystem: ParticleSystem;
  17665. private static _Count;
  17666. /**
  17667. * Unique ID of the particle
  17668. */
  17669. id: number;
  17670. /**
  17671. * The world position of the particle in the scene.
  17672. */
  17673. position: Vector3;
  17674. /**
  17675. * The world direction of the particle in the scene.
  17676. */
  17677. direction: Vector3;
  17678. /**
  17679. * The color of the particle.
  17680. */
  17681. color: Color4;
  17682. /**
  17683. * The color change of the particle per step.
  17684. */
  17685. colorStep: Color4;
  17686. /**
  17687. * Defines how long will the life of the particle be.
  17688. */
  17689. lifeTime: number;
  17690. /**
  17691. * The current age of the particle.
  17692. */
  17693. age: number;
  17694. /**
  17695. * The current size of the particle.
  17696. */
  17697. size: number;
  17698. /**
  17699. * The current scale of the particle.
  17700. */
  17701. scale: Vector2;
  17702. /**
  17703. * The current angle of the particle.
  17704. */
  17705. angle: number;
  17706. /**
  17707. * Defines how fast is the angle changing.
  17708. */
  17709. angularSpeed: number;
  17710. /**
  17711. * Defines the cell index used by the particle to be rendered from a sprite.
  17712. */
  17713. cellIndex: number;
  17714. /**
  17715. * The information required to support color remapping
  17716. */
  17717. remapData: Vector4;
  17718. /** @hidden */
  17719. _randomCellOffset?: number;
  17720. /** @hidden */
  17721. _initialDirection: Nullable<Vector3>;
  17722. /** @hidden */
  17723. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17724. /** @hidden */
  17725. _initialStartSpriteCellID: number;
  17726. /** @hidden */
  17727. _initialEndSpriteCellID: number;
  17728. /** @hidden */
  17729. _currentColorGradient: Nullable<ColorGradient>;
  17730. /** @hidden */
  17731. _currentColor1: Color4;
  17732. /** @hidden */
  17733. _currentColor2: Color4;
  17734. /** @hidden */
  17735. _currentSizeGradient: Nullable<FactorGradient>;
  17736. /** @hidden */
  17737. _currentSize1: number;
  17738. /** @hidden */
  17739. _currentSize2: number;
  17740. /** @hidden */
  17741. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17742. /** @hidden */
  17743. _currentAngularSpeed1: number;
  17744. /** @hidden */
  17745. _currentAngularSpeed2: number;
  17746. /** @hidden */
  17747. _currentVelocityGradient: Nullable<FactorGradient>;
  17748. /** @hidden */
  17749. _currentVelocity1: number;
  17750. /** @hidden */
  17751. _currentVelocity2: number;
  17752. /** @hidden */
  17753. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17754. /** @hidden */
  17755. _currentLimitVelocity1: number;
  17756. /** @hidden */
  17757. _currentLimitVelocity2: number;
  17758. /** @hidden */
  17759. _currentDragGradient: Nullable<FactorGradient>;
  17760. /** @hidden */
  17761. _currentDrag1: number;
  17762. /** @hidden */
  17763. _currentDrag2: number;
  17764. /** @hidden */
  17765. _randomNoiseCoordinates1: Vector3;
  17766. /** @hidden */
  17767. _randomNoiseCoordinates2: Vector3;
  17768. /**
  17769. * Creates a new instance Particle
  17770. * @param particleSystem the particle system the particle belongs to
  17771. */
  17772. constructor(
  17773. /**
  17774. * The particle system the particle belongs to.
  17775. */
  17776. particleSystem: ParticleSystem);
  17777. private updateCellInfoFromSystem;
  17778. /**
  17779. * Defines how the sprite cell index is updated for the particle
  17780. */
  17781. updateCellIndex(): void;
  17782. /** @hidden */
  17783. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17784. /** @hidden */
  17785. _inheritParticleInfoToSubEmitters(): void;
  17786. /** @hidden */
  17787. _reset(): void;
  17788. /**
  17789. * Copy the properties of particle to another one.
  17790. * @param other the particle to copy the information to.
  17791. */
  17792. copyTo(other: Particle): void;
  17793. }
  17794. }
  17795. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17796. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17797. import { Effect } from "babylonjs/Materials/effect";
  17798. import { Particle } from "babylonjs/Particles/particle";
  17799. /**
  17800. * Particle emitter represents a volume emitting particles.
  17801. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17802. */
  17803. export interface IParticleEmitterType {
  17804. /**
  17805. * Called by the particle System when the direction is computed for the created particle.
  17806. * @param worldMatrix is the world matrix of the particle system
  17807. * @param directionToUpdate is the direction vector to update with the result
  17808. * @param particle is the particle we are computed the direction for
  17809. */
  17810. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17811. /**
  17812. * Called by the particle System when the position is computed for the created particle.
  17813. * @param worldMatrix is the world matrix of the particle system
  17814. * @param positionToUpdate is the position vector to update with the result
  17815. * @param particle is the particle we are computed the position for
  17816. */
  17817. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17818. /**
  17819. * Clones the current emitter and returns a copy of it
  17820. * @returns the new emitter
  17821. */
  17822. clone(): IParticleEmitterType;
  17823. /**
  17824. * Called by the GPUParticleSystem to setup the update shader
  17825. * @param effect defines the update shader
  17826. */
  17827. applyToShader(effect: Effect): void;
  17828. /**
  17829. * Returns a string to use to update the GPU particles update shader
  17830. * @returns the effect defines string
  17831. */
  17832. getEffectDefines(): string;
  17833. /**
  17834. * Returns a string representing the class name
  17835. * @returns a string containing the class name
  17836. */
  17837. getClassName(): string;
  17838. /**
  17839. * Serializes the particle system to a JSON object.
  17840. * @returns the JSON object
  17841. */
  17842. serialize(): any;
  17843. /**
  17844. * Parse properties from a JSON object
  17845. * @param serializationObject defines the JSON object
  17846. */
  17847. parse(serializationObject: any): void;
  17848. }
  17849. }
  17850. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17851. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17852. import { Effect } from "babylonjs/Materials/effect";
  17853. import { Particle } from "babylonjs/Particles/particle";
  17854. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17855. /**
  17856. * Particle emitter emitting particles from the inside of a box.
  17857. * It emits the particles randomly between 2 given directions.
  17858. */
  17859. export class BoxParticleEmitter implements IParticleEmitterType {
  17860. /**
  17861. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17862. */
  17863. direction1: Vector3;
  17864. /**
  17865. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17866. */
  17867. direction2: Vector3;
  17868. /**
  17869. * 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.
  17870. */
  17871. minEmitBox: Vector3;
  17872. /**
  17873. * 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.
  17874. */
  17875. maxEmitBox: Vector3;
  17876. /**
  17877. * Creates a new instance BoxParticleEmitter
  17878. */
  17879. constructor();
  17880. /**
  17881. * Called by the particle System when the direction is computed for the created particle.
  17882. * @param worldMatrix is the world matrix of the particle system
  17883. * @param directionToUpdate is the direction vector to update with the result
  17884. * @param particle is the particle we are computed the direction for
  17885. */
  17886. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17887. /**
  17888. * Called by the particle System when the position is computed for the created particle.
  17889. * @param worldMatrix is the world matrix of the particle system
  17890. * @param positionToUpdate is the position vector to update with the result
  17891. * @param particle is the particle we are computed the position for
  17892. */
  17893. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17894. /**
  17895. * Clones the current emitter and returns a copy of it
  17896. * @returns the new emitter
  17897. */
  17898. clone(): BoxParticleEmitter;
  17899. /**
  17900. * Called by the GPUParticleSystem to setup the update shader
  17901. * @param effect defines the update shader
  17902. */
  17903. applyToShader(effect: Effect): void;
  17904. /**
  17905. * Returns a string to use to update the GPU particles update shader
  17906. * @returns a string containng the defines string
  17907. */
  17908. getEffectDefines(): string;
  17909. /**
  17910. * Returns the string "BoxParticleEmitter"
  17911. * @returns a string containing the class name
  17912. */
  17913. getClassName(): string;
  17914. /**
  17915. * Serializes the particle system to a JSON object.
  17916. * @returns the JSON object
  17917. */
  17918. serialize(): any;
  17919. /**
  17920. * Parse properties from a JSON object
  17921. * @param serializationObject defines the JSON object
  17922. */
  17923. parse(serializationObject: any): void;
  17924. }
  17925. }
  17926. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17927. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17928. import { Effect } from "babylonjs/Materials/effect";
  17929. import { Particle } from "babylonjs/Particles/particle";
  17930. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17931. /**
  17932. * Particle emitter emitting particles from the inside of a cone.
  17933. * It emits the particles alongside the cone volume from the base to the particle.
  17934. * The emission direction might be randomized.
  17935. */
  17936. export class ConeParticleEmitter implements IParticleEmitterType {
  17937. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17938. directionRandomizer: number;
  17939. private _radius;
  17940. private _angle;
  17941. private _height;
  17942. /**
  17943. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17944. */
  17945. radiusRange: number;
  17946. /**
  17947. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17948. */
  17949. heightRange: number;
  17950. /**
  17951. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17952. */
  17953. emitFromSpawnPointOnly: boolean;
  17954. /**
  17955. * Gets or sets the radius of the emission cone
  17956. */
  17957. radius: number;
  17958. /**
  17959. * Gets or sets the angle of the emission cone
  17960. */
  17961. angle: number;
  17962. private _buildHeight;
  17963. /**
  17964. * Creates a new instance ConeParticleEmitter
  17965. * @param radius the radius of the emission cone (1 by default)
  17966. * @param angle the cone base angle (PI by default)
  17967. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17968. */
  17969. constructor(radius?: number, angle?: number,
  17970. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17971. directionRandomizer?: number);
  17972. /**
  17973. * Called by the particle System when the direction is computed for the created particle.
  17974. * @param worldMatrix is the world matrix of the particle system
  17975. * @param directionToUpdate is the direction vector to update with the result
  17976. * @param particle is the particle we are computed the direction for
  17977. */
  17978. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17979. /**
  17980. * Called by the particle System when the position is computed for the created particle.
  17981. * @param worldMatrix is the world matrix of the particle system
  17982. * @param positionToUpdate is the position vector to update with the result
  17983. * @param particle is the particle we are computed the position for
  17984. */
  17985. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17986. /**
  17987. * Clones the current emitter and returns a copy of it
  17988. * @returns the new emitter
  17989. */
  17990. clone(): ConeParticleEmitter;
  17991. /**
  17992. * Called by the GPUParticleSystem to setup the update shader
  17993. * @param effect defines the update shader
  17994. */
  17995. applyToShader(effect: Effect): void;
  17996. /**
  17997. * Returns a string to use to update the GPU particles update shader
  17998. * @returns a string containng the defines string
  17999. */
  18000. getEffectDefines(): string;
  18001. /**
  18002. * Returns the string "ConeParticleEmitter"
  18003. * @returns a string containing the class name
  18004. */
  18005. getClassName(): string;
  18006. /**
  18007. * Serializes the particle system to a JSON object.
  18008. * @returns the JSON object
  18009. */
  18010. serialize(): any;
  18011. /**
  18012. * Parse properties from a JSON object
  18013. * @param serializationObject defines the JSON object
  18014. */
  18015. parse(serializationObject: any): void;
  18016. }
  18017. }
  18018. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18019. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18020. import { Effect } from "babylonjs/Materials/effect";
  18021. import { Particle } from "babylonjs/Particles/particle";
  18022. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18023. /**
  18024. * Particle emitter emitting particles from the inside of a cylinder.
  18025. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18026. */
  18027. export class CylinderParticleEmitter implements IParticleEmitterType {
  18028. /**
  18029. * The radius of the emission cylinder.
  18030. */
  18031. radius: number;
  18032. /**
  18033. * The height of the emission cylinder.
  18034. */
  18035. height: number;
  18036. /**
  18037. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18038. */
  18039. radiusRange: number;
  18040. /**
  18041. * How much to randomize the particle direction [0-1].
  18042. */
  18043. directionRandomizer: number;
  18044. /**
  18045. * Creates a new instance CylinderParticleEmitter
  18046. * @param radius the radius of the emission cylinder (1 by default)
  18047. * @param height the height of the emission cylinder (1 by default)
  18048. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18049. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18050. */
  18051. constructor(
  18052. /**
  18053. * The radius of the emission cylinder.
  18054. */
  18055. radius?: number,
  18056. /**
  18057. * The height of the emission cylinder.
  18058. */
  18059. height?: number,
  18060. /**
  18061. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18062. */
  18063. radiusRange?: number,
  18064. /**
  18065. * How much to randomize the particle direction [0-1].
  18066. */
  18067. directionRandomizer?: number);
  18068. /**
  18069. * Called by the particle System when the direction is computed for the created particle.
  18070. * @param worldMatrix is the world matrix of the particle system
  18071. * @param directionToUpdate is the direction vector to update with the result
  18072. * @param particle is the particle we are computed the direction for
  18073. */
  18074. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18075. /**
  18076. * Called by the particle System when the position is computed for the created particle.
  18077. * @param worldMatrix is the world matrix of the particle system
  18078. * @param positionToUpdate is the position vector to update with the result
  18079. * @param particle is the particle we are computed the position for
  18080. */
  18081. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18082. /**
  18083. * Clones the current emitter and returns a copy of it
  18084. * @returns the new emitter
  18085. */
  18086. clone(): CylinderParticleEmitter;
  18087. /**
  18088. * Called by the GPUParticleSystem to setup the update shader
  18089. * @param effect defines the update shader
  18090. */
  18091. applyToShader(effect: Effect): void;
  18092. /**
  18093. * Returns a string to use to update the GPU particles update shader
  18094. * @returns a string containng the defines string
  18095. */
  18096. getEffectDefines(): string;
  18097. /**
  18098. * Returns the string "CylinderParticleEmitter"
  18099. * @returns a string containing the class name
  18100. */
  18101. getClassName(): string;
  18102. /**
  18103. * Serializes the particle system to a JSON object.
  18104. * @returns the JSON object
  18105. */
  18106. serialize(): any;
  18107. /**
  18108. * Parse properties from a JSON object
  18109. * @param serializationObject defines the JSON object
  18110. */
  18111. parse(serializationObject: any): void;
  18112. }
  18113. /**
  18114. * Particle emitter emitting particles from the inside of a cylinder.
  18115. * It emits the particles randomly between two vectors.
  18116. */
  18117. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18118. /**
  18119. * The min limit of the emission direction.
  18120. */
  18121. direction1: Vector3;
  18122. /**
  18123. * The max limit of the emission direction.
  18124. */
  18125. direction2: Vector3;
  18126. /**
  18127. * Creates a new instance CylinderDirectedParticleEmitter
  18128. * @param radius the radius of the emission cylinder (1 by default)
  18129. * @param height the height of the emission cylinder (1 by default)
  18130. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18131. * @param direction1 the min limit of the emission direction (up vector by default)
  18132. * @param direction2 the max limit of the emission direction (up vector by default)
  18133. */
  18134. constructor(radius?: number, height?: number, radiusRange?: number,
  18135. /**
  18136. * The min limit of the emission direction.
  18137. */
  18138. direction1?: Vector3,
  18139. /**
  18140. * The max limit of the emission direction.
  18141. */
  18142. direction2?: Vector3);
  18143. /**
  18144. * Called by the particle System when the direction is computed for the created particle.
  18145. * @param worldMatrix is the world matrix of the particle system
  18146. * @param directionToUpdate is the direction vector to update with the result
  18147. * @param particle is the particle we are computed the direction for
  18148. */
  18149. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18150. /**
  18151. * Clones the current emitter and returns a copy of it
  18152. * @returns the new emitter
  18153. */
  18154. clone(): CylinderDirectedParticleEmitter;
  18155. /**
  18156. * Called by the GPUParticleSystem to setup the update shader
  18157. * @param effect defines the update shader
  18158. */
  18159. applyToShader(effect: Effect): void;
  18160. /**
  18161. * Returns a string to use to update the GPU particles update shader
  18162. * @returns a string containng the defines string
  18163. */
  18164. getEffectDefines(): string;
  18165. /**
  18166. * Returns the string "CylinderDirectedParticleEmitter"
  18167. * @returns a string containing the class name
  18168. */
  18169. getClassName(): string;
  18170. /**
  18171. * Serializes the particle system to a JSON object.
  18172. * @returns the JSON object
  18173. */
  18174. serialize(): any;
  18175. /**
  18176. * Parse properties from a JSON object
  18177. * @param serializationObject defines the JSON object
  18178. */
  18179. parse(serializationObject: any): void;
  18180. }
  18181. }
  18182. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18183. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18184. import { Effect } from "babylonjs/Materials/effect";
  18185. import { Particle } from "babylonjs/Particles/particle";
  18186. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18187. /**
  18188. * Particle emitter emitting particles from the inside of a hemisphere.
  18189. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18190. */
  18191. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18192. /**
  18193. * The radius of the emission hemisphere.
  18194. */
  18195. radius: number;
  18196. /**
  18197. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18198. */
  18199. radiusRange: number;
  18200. /**
  18201. * How much to randomize the particle direction [0-1].
  18202. */
  18203. directionRandomizer: number;
  18204. /**
  18205. * Creates a new instance HemisphericParticleEmitter
  18206. * @param radius the radius of the emission hemisphere (1 by default)
  18207. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18208. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18209. */
  18210. constructor(
  18211. /**
  18212. * The radius of the emission hemisphere.
  18213. */
  18214. radius?: number,
  18215. /**
  18216. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18217. */
  18218. radiusRange?: number,
  18219. /**
  18220. * How much to randomize the particle direction [0-1].
  18221. */
  18222. directionRandomizer?: number);
  18223. /**
  18224. * Called by the particle System when the direction is computed for the created particle.
  18225. * @param worldMatrix is the world matrix of the particle system
  18226. * @param directionToUpdate is the direction vector to update with the result
  18227. * @param particle is the particle we are computed the direction for
  18228. */
  18229. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18230. /**
  18231. * Called by the particle System when the position is computed for the created particle.
  18232. * @param worldMatrix is the world matrix of the particle system
  18233. * @param positionToUpdate is the position vector to update with the result
  18234. * @param particle is the particle we are computed the position for
  18235. */
  18236. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18237. /**
  18238. * Clones the current emitter and returns a copy of it
  18239. * @returns the new emitter
  18240. */
  18241. clone(): HemisphericParticleEmitter;
  18242. /**
  18243. * Called by the GPUParticleSystem to setup the update shader
  18244. * @param effect defines the update shader
  18245. */
  18246. applyToShader(effect: Effect): void;
  18247. /**
  18248. * Returns a string to use to update the GPU particles update shader
  18249. * @returns a string containng the defines string
  18250. */
  18251. getEffectDefines(): string;
  18252. /**
  18253. * Returns the string "HemisphericParticleEmitter"
  18254. * @returns a string containing the class name
  18255. */
  18256. getClassName(): string;
  18257. /**
  18258. * Serializes the particle system to a JSON object.
  18259. * @returns the JSON object
  18260. */
  18261. serialize(): any;
  18262. /**
  18263. * Parse properties from a JSON object
  18264. * @param serializationObject defines the JSON object
  18265. */
  18266. parse(serializationObject: any): void;
  18267. }
  18268. }
  18269. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18270. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18271. import { Effect } from "babylonjs/Materials/effect";
  18272. import { Particle } from "babylonjs/Particles/particle";
  18273. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18274. /**
  18275. * Particle emitter emitting particles from a point.
  18276. * It emits the particles randomly between 2 given directions.
  18277. */
  18278. export class PointParticleEmitter implements IParticleEmitterType {
  18279. /**
  18280. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18281. */
  18282. direction1: Vector3;
  18283. /**
  18284. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18285. */
  18286. direction2: Vector3;
  18287. /**
  18288. * Creates a new instance PointParticleEmitter
  18289. */
  18290. constructor();
  18291. /**
  18292. * Called by the particle System when the direction is computed for the created particle.
  18293. * @param worldMatrix is the world matrix of the particle system
  18294. * @param directionToUpdate is the direction vector to update with the result
  18295. * @param particle is the particle we are computed the direction for
  18296. */
  18297. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18298. /**
  18299. * Called by the particle System when the position is computed for the created particle.
  18300. * @param worldMatrix is the world matrix of the particle system
  18301. * @param positionToUpdate is the position vector to update with the result
  18302. * @param particle is the particle we are computed the position for
  18303. */
  18304. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18305. /**
  18306. * Clones the current emitter and returns a copy of it
  18307. * @returns the new emitter
  18308. */
  18309. clone(): PointParticleEmitter;
  18310. /**
  18311. * Called by the GPUParticleSystem to setup the update shader
  18312. * @param effect defines the update shader
  18313. */
  18314. applyToShader(effect: Effect): void;
  18315. /**
  18316. * Returns a string to use to update the GPU particles update shader
  18317. * @returns a string containng the defines string
  18318. */
  18319. getEffectDefines(): string;
  18320. /**
  18321. * Returns the string "PointParticleEmitter"
  18322. * @returns a string containing the class name
  18323. */
  18324. getClassName(): string;
  18325. /**
  18326. * Serializes the particle system to a JSON object.
  18327. * @returns the JSON object
  18328. */
  18329. serialize(): any;
  18330. /**
  18331. * Parse properties from a JSON object
  18332. * @param serializationObject defines the JSON object
  18333. */
  18334. parse(serializationObject: any): void;
  18335. }
  18336. }
  18337. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18338. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18339. import { Effect } from "babylonjs/Materials/effect";
  18340. import { Particle } from "babylonjs/Particles/particle";
  18341. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18342. /**
  18343. * Particle emitter emitting particles from the inside of a sphere.
  18344. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18345. */
  18346. export class SphereParticleEmitter implements IParticleEmitterType {
  18347. /**
  18348. * The radius of the emission sphere.
  18349. */
  18350. radius: number;
  18351. /**
  18352. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18353. */
  18354. radiusRange: number;
  18355. /**
  18356. * How much to randomize the particle direction [0-1].
  18357. */
  18358. directionRandomizer: number;
  18359. /**
  18360. * Creates a new instance SphereParticleEmitter
  18361. * @param radius the radius of the emission sphere (1 by default)
  18362. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18363. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18364. */
  18365. constructor(
  18366. /**
  18367. * The radius of the emission sphere.
  18368. */
  18369. radius?: number,
  18370. /**
  18371. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18372. */
  18373. radiusRange?: number,
  18374. /**
  18375. * How much to randomize the particle direction [0-1].
  18376. */
  18377. directionRandomizer?: number);
  18378. /**
  18379. * Called by the particle System when the direction is computed for the created particle.
  18380. * @param worldMatrix is the world matrix of the particle system
  18381. * @param directionToUpdate is the direction vector to update with the result
  18382. * @param particle is the particle we are computed the direction for
  18383. */
  18384. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18385. /**
  18386. * Called by the particle System when the position is computed for the created particle.
  18387. * @param worldMatrix is the world matrix of the particle system
  18388. * @param positionToUpdate is the position vector to update with the result
  18389. * @param particle is the particle we are computed the position for
  18390. */
  18391. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18392. /**
  18393. * Clones the current emitter and returns a copy of it
  18394. * @returns the new emitter
  18395. */
  18396. clone(): SphereParticleEmitter;
  18397. /**
  18398. * Called by the GPUParticleSystem to setup the update shader
  18399. * @param effect defines the update shader
  18400. */
  18401. applyToShader(effect: Effect): void;
  18402. /**
  18403. * Returns a string to use to update the GPU particles update shader
  18404. * @returns a string containng the defines string
  18405. */
  18406. getEffectDefines(): string;
  18407. /**
  18408. * Returns the string "SphereParticleEmitter"
  18409. * @returns a string containing the class name
  18410. */
  18411. getClassName(): string;
  18412. /**
  18413. * Serializes the particle system to a JSON object.
  18414. * @returns the JSON object
  18415. */
  18416. serialize(): any;
  18417. /**
  18418. * Parse properties from a JSON object
  18419. * @param serializationObject defines the JSON object
  18420. */
  18421. parse(serializationObject: any): void;
  18422. }
  18423. /**
  18424. * Particle emitter emitting particles from the inside of a sphere.
  18425. * It emits the particles randomly between two vectors.
  18426. */
  18427. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18428. /**
  18429. * The min limit of the emission direction.
  18430. */
  18431. direction1: Vector3;
  18432. /**
  18433. * The max limit of the emission direction.
  18434. */
  18435. direction2: Vector3;
  18436. /**
  18437. * Creates a new instance SphereDirectedParticleEmitter
  18438. * @param radius the radius of the emission sphere (1 by default)
  18439. * @param direction1 the min limit of the emission direction (up vector by default)
  18440. * @param direction2 the max limit of the emission direction (up vector by default)
  18441. */
  18442. constructor(radius?: number,
  18443. /**
  18444. * The min limit of the emission direction.
  18445. */
  18446. direction1?: Vector3,
  18447. /**
  18448. * The max limit of the emission direction.
  18449. */
  18450. direction2?: Vector3);
  18451. /**
  18452. * Called by the particle System when the direction is computed for the created particle.
  18453. * @param worldMatrix is the world matrix of the particle system
  18454. * @param directionToUpdate is the direction vector to update with the result
  18455. * @param particle is the particle we are computed the direction for
  18456. */
  18457. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18458. /**
  18459. * Clones the current emitter and returns a copy of it
  18460. * @returns the new emitter
  18461. */
  18462. clone(): SphereDirectedParticleEmitter;
  18463. /**
  18464. * Called by the GPUParticleSystem to setup the update shader
  18465. * @param effect defines the update shader
  18466. */
  18467. applyToShader(effect: Effect): void;
  18468. /**
  18469. * Returns a string to use to update the GPU particles update shader
  18470. * @returns a string containng the defines string
  18471. */
  18472. getEffectDefines(): string;
  18473. /**
  18474. * Returns the string "SphereDirectedParticleEmitter"
  18475. * @returns a string containing the class name
  18476. */
  18477. getClassName(): string;
  18478. /**
  18479. * Serializes the particle system to a JSON object.
  18480. * @returns the JSON object
  18481. */
  18482. serialize(): any;
  18483. /**
  18484. * Parse properties from a JSON object
  18485. * @param serializationObject defines the JSON object
  18486. */
  18487. parse(serializationObject: any): void;
  18488. }
  18489. }
  18490. declare module "babylonjs/Particles/EmitterTypes/index" {
  18491. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18492. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18493. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18494. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18495. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18496. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18497. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18498. }
  18499. declare module "babylonjs/Particles/IParticleSystem" {
  18500. import { Nullable } from "babylonjs/types";
  18501. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18502. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18503. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18504. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18505. import { Texture } from "babylonjs/Materials/Textures/texture";
  18506. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18507. import { Scene } from "babylonjs/scene";
  18508. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18509. import { Animation } from "babylonjs/Animations/animation";
  18510. /**
  18511. * Interface representing a particle system in Babylon.js.
  18512. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18513. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18514. */
  18515. export interface IParticleSystem {
  18516. /**
  18517. * List of animations used by the particle system.
  18518. */
  18519. animations: Animation[];
  18520. /**
  18521. * The id of the Particle system.
  18522. */
  18523. id: string;
  18524. /**
  18525. * The name of the Particle system.
  18526. */
  18527. name: string;
  18528. /**
  18529. * The emitter represents the Mesh or position we are attaching the particle system to.
  18530. */
  18531. emitter: Nullable<AbstractMesh | Vector3>;
  18532. /**
  18533. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18534. */
  18535. isBillboardBased: boolean;
  18536. /**
  18537. * The rendering group used by the Particle system to chose when to render.
  18538. */
  18539. renderingGroupId: number;
  18540. /**
  18541. * The layer mask we are rendering the particles through.
  18542. */
  18543. layerMask: number;
  18544. /**
  18545. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18546. */
  18547. updateSpeed: number;
  18548. /**
  18549. * The amount of time the particle system is running (depends of the overall update speed).
  18550. */
  18551. targetStopDuration: number;
  18552. /**
  18553. * The texture used to render each particle. (this can be a spritesheet)
  18554. */
  18555. particleTexture: Nullable<Texture>;
  18556. /**
  18557. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18558. */
  18559. blendMode: number;
  18560. /**
  18561. * Minimum life time of emitting particles.
  18562. */
  18563. minLifeTime: number;
  18564. /**
  18565. * Maximum life time of emitting particles.
  18566. */
  18567. maxLifeTime: number;
  18568. /**
  18569. * Minimum Size of emitting particles.
  18570. */
  18571. minSize: number;
  18572. /**
  18573. * Maximum Size of emitting particles.
  18574. */
  18575. maxSize: number;
  18576. /**
  18577. * Minimum scale of emitting particles on X axis.
  18578. */
  18579. minScaleX: number;
  18580. /**
  18581. * Maximum scale of emitting particles on X axis.
  18582. */
  18583. maxScaleX: number;
  18584. /**
  18585. * Minimum scale of emitting particles on Y axis.
  18586. */
  18587. minScaleY: number;
  18588. /**
  18589. * Maximum scale of emitting particles on Y axis.
  18590. */
  18591. maxScaleY: number;
  18592. /**
  18593. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18594. */
  18595. color1: Color4;
  18596. /**
  18597. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18598. */
  18599. color2: Color4;
  18600. /**
  18601. * Color the particle will have at the end of its lifetime.
  18602. */
  18603. colorDead: Color4;
  18604. /**
  18605. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18606. */
  18607. emitRate: number;
  18608. /**
  18609. * You can use gravity if you want to give an orientation to your particles.
  18610. */
  18611. gravity: Vector3;
  18612. /**
  18613. * Minimum power of emitting particles.
  18614. */
  18615. minEmitPower: number;
  18616. /**
  18617. * Maximum power of emitting particles.
  18618. */
  18619. maxEmitPower: number;
  18620. /**
  18621. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18622. */
  18623. minAngularSpeed: number;
  18624. /**
  18625. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18626. */
  18627. maxAngularSpeed: number;
  18628. /**
  18629. * Gets or sets the minimal initial rotation in radians.
  18630. */
  18631. minInitialRotation: number;
  18632. /**
  18633. * Gets or sets the maximal initial rotation in radians.
  18634. */
  18635. maxInitialRotation: number;
  18636. /**
  18637. * The particle emitter type defines the emitter used by the particle system.
  18638. * It can be for example box, sphere, or cone...
  18639. */
  18640. particleEmitterType: Nullable<IParticleEmitterType>;
  18641. /**
  18642. * Defines the delay in milliseconds before starting the system (0 by default)
  18643. */
  18644. startDelay: number;
  18645. /**
  18646. * 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
  18647. */
  18648. preWarmCycles: number;
  18649. /**
  18650. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18651. */
  18652. preWarmStepOffset: number;
  18653. /**
  18654. * 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)
  18655. */
  18656. spriteCellChangeSpeed: number;
  18657. /**
  18658. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18659. */
  18660. startSpriteCellID: number;
  18661. /**
  18662. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18663. */
  18664. endSpriteCellID: number;
  18665. /**
  18666. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18667. */
  18668. spriteCellWidth: number;
  18669. /**
  18670. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18671. */
  18672. spriteCellHeight: number;
  18673. /**
  18674. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18675. */
  18676. spriteRandomStartCell: boolean;
  18677. /**
  18678. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18679. */
  18680. isAnimationSheetEnabled: boolean;
  18681. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18682. translationPivot: Vector2;
  18683. /**
  18684. * Gets or sets a texture used to add random noise to particle positions
  18685. */
  18686. noiseTexture: Nullable<BaseTexture>;
  18687. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18688. noiseStrength: Vector3;
  18689. /**
  18690. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18691. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18692. */
  18693. billboardMode: number;
  18694. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18695. limitVelocityDamping: number;
  18696. /**
  18697. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18698. */
  18699. beginAnimationOnStart: boolean;
  18700. /**
  18701. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18702. */
  18703. beginAnimationFrom: number;
  18704. /**
  18705. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18706. */
  18707. beginAnimationTo: number;
  18708. /**
  18709. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18710. */
  18711. beginAnimationLoop: boolean;
  18712. /**
  18713. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18714. */
  18715. disposeOnStop: boolean;
  18716. /**
  18717. * Gets the maximum number of particles active at the same time.
  18718. * @returns The max number of active particles.
  18719. */
  18720. getCapacity(): number;
  18721. /**
  18722. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18723. * @returns True if it has been started, otherwise false.
  18724. */
  18725. isStarted(): boolean;
  18726. /**
  18727. * Animates the particle system for this frame.
  18728. */
  18729. animate(): void;
  18730. /**
  18731. * Renders the particle system in its current state.
  18732. * @returns the current number of particles
  18733. */
  18734. render(): number;
  18735. /**
  18736. * Dispose the particle system and frees its associated resources.
  18737. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18738. */
  18739. dispose(disposeTexture?: boolean): void;
  18740. /**
  18741. * Clones the particle system.
  18742. * @param name The name of the cloned object
  18743. * @param newEmitter The new emitter to use
  18744. * @returns the cloned particle system
  18745. */
  18746. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18747. /**
  18748. * Serializes the particle system to a JSON object.
  18749. * @returns the JSON object
  18750. */
  18751. serialize(): any;
  18752. /**
  18753. * Rebuild the particle system
  18754. */
  18755. rebuild(): void;
  18756. /**
  18757. * Starts the particle system and begins to emit
  18758. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18759. */
  18760. start(delay?: number): void;
  18761. /**
  18762. * Stops the particle system.
  18763. */
  18764. stop(): void;
  18765. /**
  18766. * Remove all active particles
  18767. */
  18768. reset(): void;
  18769. /**
  18770. * Is this system ready to be used/rendered
  18771. * @return true if the system is ready
  18772. */
  18773. isReady(): boolean;
  18774. /**
  18775. * Adds a new color gradient
  18776. * @param gradient defines the gradient to use (between 0 and 1)
  18777. * @param color1 defines the color to affect to the specified gradient
  18778. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18779. * @returns the current particle system
  18780. */
  18781. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18782. /**
  18783. * Remove a specific color gradient
  18784. * @param gradient defines the gradient to remove
  18785. * @returns the current particle system
  18786. */
  18787. removeColorGradient(gradient: number): IParticleSystem;
  18788. /**
  18789. * Adds a new size gradient
  18790. * @param gradient defines the gradient to use (between 0 and 1)
  18791. * @param factor defines the size factor to affect to the specified gradient
  18792. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18793. * @returns the current particle system
  18794. */
  18795. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18796. /**
  18797. * Remove a specific size gradient
  18798. * @param gradient defines the gradient to remove
  18799. * @returns the current particle system
  18800. */
  18801. removeSizeGradient(gradient: number): IParticleSystem;
  18802. /**
  18803. * Gets the current list of color gradients.
  18804. * You must use addColorGradient and removeColorGradient to udpate this list
  18805. * @returns the list of color gradients
  18806. */
  18807. getColorGradients(): Nullable<Array<ColorGradient>>;
  18808. /**
  18809. * Gets the current list of size gradients.
  18810. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18811. * @returns the list of size gradients
  18812. */
  18813. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18814. /**
  18815. * Gets the current list of angular speed gradients.
  18816. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18817. * @returns the list of angular speed gradients
  18818. */
  18819. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18820. /**
  18821. * Adds a new angular speed gradient
  18822. * @param gradient defines the gradient to use (between 0 and 1)
  18823. * @param factor defines the angular speed to affect to the specified gradient
  18824. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18825. * @returns the current particle system
  18826. */
  18827. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18828. /**
  18829. * Remove a specific angular speed gradient
  18830. * @param gradient defines the gradient to remove
  18831. * @returns the current particle system
  18832. */
  18833. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18834. /**
  18835. * Gets the current list of velocity gradients.
  18836. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18837. * @returns the list of velocity gradients
  18838. */
  18839. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18840. /**
  18841. * Adds a new velocity gradient
  18842. * @param gradient defines the gradient to use (between 0 and 1)
  18843. * @param factor defines the velocity to affect to the specified gradient
  18844. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18845. * @returns the current particle system
  18846. */
  18847. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18848. /**
  18849. * Remove a specific velocity gradient
  18850. * @param gradient defines the gradient to remove
  18851. * @returns the current particle system
  18852. */
  18853. removeVelocityGradient(gradient: number): IParticleSystem;
  18854. /**
  18855. * Gets the current list of limit velocity gradients.
  18856. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18857. * @returns the list of limit velocity gradients
  18858. */
  18859. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18860. /**
  18861. * Adds a new limit velocity gradient
  18862. * @param gradient defines the gradient to use (between 0 and 1)
  18863. * @param factor defines the limit velocity to affect to the specified gradient
  18864. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18865. * @returns the current particle system
  18866. */
  18867. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18868. /**
  18869. * Remove a specific limit velocity gradient
  18870. * @param gradient defines the gradient to remove
  18871. * @returns the current particle system
  18872. */
  18873. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18874. /**
  18875. * Adds a new drag gradient
  18876. * @param gradient defines the gradient to use (between 0 and 1)
  18877. * @param factor defines the drag to affect to the specified gradient
  18878. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18879. * @returns the current particle system
  18880. */
  18881. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18882. /**
  18883. * Remove a specific drag gradient
  18884. * @param gradient defines the gradient to remove
  18885. * @returns the current particle system
  18886. */
  18887. removeDragGradient(gradient: number): IParticleSystem;
  18888. /**
  18889. * Gets the current list of drag gradients.
  18890. * You must use addDragGradient and removeDragGradient to udpate this list
  18891. * @returns the list of drag gradients
  18892. */
  18893. getDragGradients(): Nullable<Array<FactorGradient>>;
  18894. /**
  18895. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18896. * @param gradient defines the gradient to use (between 0 and 1)
  18897. * @param factor defines the emit rate to affect to the specified gradient
  18898. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18899. * @returns the current particle system
  18900. */
  18901. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18902. /**
  18903. * Remove a specific emit rate gradient
  18904. * @param gradient defines the gradient to remove
  18905. * @returns the current particle system
  18906. */
  18907. removeEmitRateGradient(gradient: number): IParticleSystem;
  18908. /**
  18909. * Gets the current list of emit rate gradients.
  18910. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18911. * @returns the list of emit rate gradients
  18912. */
  18913. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18914. /**
  18915. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18916. * @param gradient defines the gradient to use (between 0 and 1)
  18917. * @param factor defines the start size to affect to the specified gradient
  18918. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18919. * @returns the current particle system
  18920. */
  18921. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18922. /**
  18923. * Remove a specific start size gradient
  18924. * @param gradient defines the gradient to remove
  18925. * @returns the current particle system
  18926. */
  18927. removeStartSizeGradient(gradient: number): IParticleSystem;
  18928. /**
  18929. * Gets the current list of start size gradients.
  18930. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18931. * @returns the list of start size gradients
  18932. */
  18933. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18934. /**
  18935. * Adds a new life time gradient
  18936. * @param gradient defines the gradient to use (between 0 and 1)
  18937. * @param factor defines the life time factor to affect to the specified gradient
  18938. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18939. * @returns the current particle system
  18940. */
  18941. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18942. /**
  18943. * Remove a specific life time gradient
  18944. * @param gradient defines the gradient to remove
  18945. * @returns the current particle system
  18946. */
  18947. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18948. /**
  18949. * Gets the current list of life time gradients.
  18950. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18951. * @returns the list of life time gradients
  18952. */
  18953. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18954. /**
  18955. * Gets the current list of color gradients.
  18956. * You must use addColorGradient and removeColorGradient to udpate this list
  18957. * @returns the list of color gradients
  18958. */
  18959. getColorGradients(): Nullable<Array<ColorGradient>>;
  18960. /**
  18961. * Adds a new ramp gradient used to remap particle colors
  18962. * @param gradient defines the gradient to use (between 0 and 1)
  18963. * @param color defines the color to affect to the specified gradient
  18964. * @returns the current particle system
  18965. */
  18966. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18967. /**
  18968. * Gets the current list of ramp gradients.
  18969. * You must use addRampGradient and removeRampGradient to udpate this list
  18970. * @returns the list of ramp gradients
  18971. */
  18972. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18973. /** Gets or sets a boolean indicating that ramp gradients must be used
  18974. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18975. */
  18976. useRampGradients: boolean;
  18977. /**
  18978. * Adds a new color remap gradient
  18979. * @param gradient defines the gradient to use (between 0 and 1)
  18980. * @param min defines the color remap minimal range
  18981. * @param max defines the color remap maximal range
  18982. * @returns the current particle system
  18983. */
  18984. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18985. /**
  18986. * Gets the current list of color remap gradients.
  18987. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18988. * @returns the list of color remap gradients
  18989. */
  18990. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18991. /**
  18992. * Adds a new alpha remap gradient
  18993. * @param gradient defines the gradient to use (between 0 and 1)
  18994. * @param min defines the alpha remap minimal range
  18995. * @param max defines the alpha remap maximal range
  18996. * @returns the current particle system
  18997. */
  18998. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18999. /**
  19000. * Gets the current list of alpha remap gradients.
  19001. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19002. * @returns the list of alpha remap gradients
  19003. */
  19004. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19005. /**
  19006. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19007. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19008. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19009. * @returns the emitter
  19010. */
  19011. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19012. /**
  19013. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19014. * @param radius The radius of the hemisphere to emit from
  19015. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19016. * @returns the emitter
  19017. */
  19018. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19019. /**
  19020. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19021. * @param radius The radius of the sphere to emit from
  19022. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19023. * @returns the emitter
  19024. */
  19025. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19026. /**
  19027. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19028. * @param radius The radius of the sphere to emit from
  19029. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19030. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19031. * @returns the emitter
  19032. */
  19033. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19034. /**
  19035. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19036. * @param radius The radius of the emission cylinder
  19037. * @param height The height of the emission cylinder
  19038. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19039. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19040. * @returns the emitter
  19041. */
  19042. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19043. /**
  19044. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19045. * @param radius The radius of the cylinder to emit from
  19046. * @param height The height of the emission cylinder
  19047. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19048. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19049. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19050. * @returns the emitter
  19051. */
  19052. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19053. /**
  19054. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19055. * @param radius The radius of the cone to emit from
  19056. * @param angle The base angle of the cone
  19057. * @returns the emitter
  19058. */
  19059. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19060. /**
  19061. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19062. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19063. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19064. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19065. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19066. * @returns the emitter
  19067. */
  19068. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19069. /**
  19070. * Get hosting scene
  19071. * @returns the scene
  19072. */
  19073. getScene(): Scene;
  19074. }
  19075. }
  19076. declare module "babylonjs/Meshes/instancedMesh" {
  19077. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19078. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19079. import { Camera } from "babylonjs/Cameras/camera";
  19080. import { Node } from "babylonjs/node";
  19081. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19082. import { Mesh } from "babylonjs/Meshes/mesh";
  19083. import { Material } from "babylonjs/Materials/material";
  19084. import { Skeleton } from "babylonjs/Bones/skeleton";
  19085. import { Light } from "babylonjs/Lights/light";
  19086. /**
  19087. * Creates an instance based on a source mesh.
  19088. */
  19089. export class InstancedMesh extends AbstractMesh {
  19090. private _sourceMesh;
  19091. private _currentLOD;
  19092. /** @hidden */
  19093. _indexInSourceMeshInstanceArray: number;
  19094. constructor(name: string, source: Mesh);
  19095. /**
  19096. * Returns the string "InstancedMesh".
  19097. */
  19098. getClassName(): string;
  19099. /** Gets the list of lights affecting that mesh */
  19100. readonly lightSources: Light[];
  19101. _resyncLightSources(): void;
  19102. _resyncLighSource(light: Light): void;
  19103. _removeLightSource(light: Light, dispose: boolean): void;
  19104. /**
  19105. * If the source mesh receives shadows
  19106. */
  19107. readonly receiveShadows: boolean;
  19108. /**
  19109. * The material of the source mesh
  19110. */
  19111. readonly material: Nullable<Material>;
  19112. /**
  19113. * Visibility of the source mesh
  19114. */
  19115. readonly visibility: number;
  19116. /**
  19117. * Skeleton of the source mesh
  19118. */
  19119. readonly skeleton: Nullable<Skeleton>;
  19120. /**
  19121. * Rendering ground id of the source mesh
  19122. */
  19123. renderingGroupId: number;
  19124. /**
  19125. * Returns the total number of vertices (integer).
  19126. */
  19127. getTotalVertices(): number;
  19128. /**
  19129. * Returns a positive integer : the total number of indices in this mesh geometry.
  19130. * @returns the numner of indices or zero if the mesh has no geometry.
  19131. */
  19132. getTotalIndices(): number;
  19133. /**
  19134. * The source mesh of the instance
  19135. */
  19136. readonly sourceMesh: Mesh;
  19137. /**
  19138. * Is this node ready to be used/rendered
  19139. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19140. * @return {boolean} is it ready
  19141. */
  19142. isReady(completeCheck?: boolean): boolean;
  19143. /**
  19144. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19145. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19146. * @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.
  19147. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19148. */
  19149. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19150. /**
  19151. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19152. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19153. * The `data` are either a numeric array either a Float32Array.
  19154. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19155. * 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).
  19156. * Note that a new underlying VertexBuffer object is created each call.
  19157. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19158. *
  19159. * Possible `kind` values :
  19160. * - VertexBuffer.PositionKind
  19161. * - VertexBuffer.UVKind
  19162. * - VertexBuffer.UV2Kind
  19163. * - VertexBuffer.UV3Kind
  19164. * - VertexBuffer.UV4Kind
  19165. * - VertexBuffer.UV5Kind
  19166. * - VertexBuffer.UV6Kind
  19167. * - VertexBuffer.ColorKind
  19168. * - VertexBuffer.MatricesIndicesKind
  19169. * - VertexBuffer.MatricesIndicesExtraKind
  19170. * - VertexBuffer.MatricesWeightsKind
  19171. * - VertexBuffer.MatricesWeightsExtraKind
  19172. *
  19173. * Returns the Mesh.
  19174. */
  19175. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19176. /**
  19177. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19178. * If the mesh has no geometry, it is simply returned as it is.
  19179. * The `data` are either a numeric array either a Float32Array.
  19180. * No new underlying VertexBuffer object is created.
  19181. * 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.
  19182. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19183. *
  19184. * Possible `kind` values :
  19185. * - VertexBuffer.PositionKind
  19186. * - VertexBuffer.UVKind
  19187. * - VertexBuffer.UV2Kind
  19188. * - VertexBuffer.UV3Kind
  19189. * - VertexBuffer.UV4Kind
  19190. * - VertexBuffer.UV5Kind
  19191. * - VertexBuffer.UV6Kind
  19192. * - VertexBuffer.ColorKind
  19193. * - VertexBuffer.MatricesIndicesKind
  19194. * - VertexBuffer.MatricesIndicesExtraKind
  19195. * - VertexBuffer.MatricesWeightsKind
  19196. * - VertexBuffer.MatricesWeightsExtraKind
  19197. *
  19198. * Returns the Mesh.
  19199. */
  19200. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19201. /**
  19202. * Sets the mesh indices.
  19203. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19204. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19205. * This method creates a new index buffer each call.
  19206. * Returns the Mesh.
  19207. */
  19208. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19209. /**
  19210. * Boolean : True if the mesh owns the requested kind of data.
  19211. */
  19212. isVerticesDataPresent(kind: string): boolean;
  19213. /**
  19214. * Returns an array of indices (IndicesArray).
  19215. */
  19216. getIndices(): Nullable<IndicesArray>;
  19217. readonly _positions: Nullable<Vector3[]>;
  19218. /**
  19219. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19220. * This means the mesh underlying bounding box and sphere are recomputed.
  19221. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19222. * @returns the current mesh
  19223. */
  19224. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19225. /** @hidden */
  19226. _preActivate(): InstancedMesh;
  19227. /** @hidden */
  19228. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19229. /** @hidden */
  19230. _postActivate(): void;
  19231. getWorldMatrix(): Matrix;
  19232. readonly isAnInstance: boolean;
  19233. /**
  19234. * Returns the current associated LOD AbstractMesh.
  19235. */
  19236. getLOD(camera: Camera): AbstractMesh;
  19237. /** @hidden */
  19238. _syncSubMeshes(): InstancedMesh;
  19239. /** @hidden */
  19240. _generatePointsArray(): boolean;
  19241. /**
  19242. * Creates a new InstancedMesh from the current mesh.
  19243. * - name (string) : the cloned mesh name
  19244. * - newParent (optional Node) : the optional Node to parent the clone to.
  19245. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19246. *
  19247. * Returns the clone.
  19248. */
  19249. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19250. /**
  19251. * Disposes the InstancedMesh.
  19252. * Returns nothing.
  19253. */
  19254. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19255. }
  19256. }
  19257. declare module "babylonjs/Materials/shaderMaterial" {
  19258. import { Scene } from "babylonjs/scene";
  19259. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19260. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19261. import { Mesh } from "babylonjs/Meshes/mesh";
  19262. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19263. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19264. import { Texture } from "babylonjs/Materials/Textures/texture";
  19265. import { Material } from "babylonjs/Materials/material";
  19266. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19267. /**
  19268. * Defines the options associated with the creation of a shader material.
  19269. */
  19270. export interface IShaderMaterialOptions {
  19271. /**
  19272. * Does the material work in alpha blend mode
  19273. */
  19274. needAlphaBlending: boolean;
  19275. /**
  19276. * Does the material work in alpha test mode
  19277. */
  19278. needAlphaTesting: boolean;
  19279. /**
  19280. * The list of attribute names used in the shader
  19281. */
  19282. attributes: string[];
  19283. /**
  19284. * The list of unifrom names used in the shader
  19285. */
  19286. uniforms: string[];
  19287. /**
  19288. * The list of UBO names used in the shader
  19289. */
  19290. uniformBuffers: string[];
  19291. /**
  19292. * The list of sampler names used in the shader
  19293. */
  19294. samplers: string[];
  19295. /**
  19296. * The list of defines used in the shader
  19297. */
  19298. defines: string[];
  19299. }
  19300. /**
  19301. * 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.
  19302. *
  19303. * This returned material effects how the mesh will look based on the code in the shaders.
  19304. *
  19305. * @see http://doc.babylonjs.com/how_to/shader_material
  19306. */
  19307. export class ShaderMaterial extends Material {
  19308. private _shaderPath;
  19309. private _options;
  19310. private _textures;
  19311. private _textureArrays;
  19312. private _floats;
  19313. private _ints;
  19314. private _floatsArrays;
  19315. private _colors3;
  19316. private _colors3Arrays;
  19317. private _colors4;
  19318. private _colors4Arrays;
  19319. private _vectors2;
  19320. private _vectors3;
  19321. private _vectors4;
  19322. private _matrices;
  19323. private _matrices3x3;
  19324. private _matrices2x2;
  19325. private _vectors2Arrays;
  19326. private _vectors3Arrays;
  19327. private _vectors4Arrays;
  19328. private _cachedWorldViewMatrix;
  19329. private _cachedWorldViewProjectionMatrix;
  19330. private _renderId;
  19331. /**
  19332. * Instantiate a new shader material.
  19333. * 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.
  19334. * This returned material effects how the mesh will look based on the code in the shaders.
  19335. * @see http://doc.babylonjs.com/how_to/shader_material
  19336. * @param name Define the name of the material in the scene
  19337. * @param scene Define the scene the material belongs to
  19338. * @param shaderPath Defines the route to the shader code in one of three ways:
  19339. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19340. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19341. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19342. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19343. * @param options Define the options used to create the shader
  19344. */
  19345. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19346. /**
  19347. * Gets the options used to compile the shader.
  19348. * They can be modified to trigger a new compilation
  19349. */
  19350. readonly options: IShaderMaterialOptions;
  19351. /**
  19352. * Gets the current class name of the material e.g. "ShaderMaterial"
  19353. * Mainly use in serialization.
  19354. * @returns the class name
  19355. */
  19356. getClassName(): string;
  19357. /**
  19358. * Specifies if the material will require alpha blending
  19359. * @returns a boolean specifying if alpha blending is needed
  19360. */
  19361. needAlphaBlending(): boolean;
  19362. /**
  19363. * Specifies if this material should be rendered in alpha test mode
  19364. * @returns a boolean specifying if an alpha test is needed.
  19365. */
  19366. needAlphaTesting(): boolean;
  19367. private _checkUniform;
  19368. /**
  19369. * Set a texture in the shader.
  19370. * @param name Define the name of the uniform samplers as defined in the shader
  19371. * @param texture Define the texture to bind to this sampler
  19372. * @return the material itself allowing "fluent" like uniform updates
  19373. */
  19374. setTexture(name: string, texture: Texture): ShaderMaterial;
  19375. /**
  19376. * Set a texture array in the shader.
  19377. * @param name Define the name of the uniform sampler array as defined in the shader
  19378. * @param textures Define the list of textures to bind to this sampler
  19379. * @return the material itself allowing "fluent" like uniform updates
  19380. */
  19381. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19382. /**
  19383. * Set a float in the shader.
  19384. * @param name Define the name of the uniform as defined in the shader
  19385. * @param value Define the value to give to the uniform
  19386. * @return the material itself allowing "fluent" like uniform updates
  19387. */
  19388. setFloat(name: string, value: number): ShaderMaterial;
  19389. /**
  19390. * Set a int in the shader.
  19391. * @param name Define the name of the uniform as defined in the shader
  19392. * @param value Define the value to give to the uniform
  19393. * @return the material itself allowing "fluent" like uniform updates
  19394. */
  19395. setInt(name: string, value: number): ShaderMaterial;
  19396. /**
  19397. * Set an array of floats in the shader.
  19398. * @param name Define the name of the uniform as defined in the shader
  19399. * @param value Define the value to give to the uniform
  19400. * @return the material itself allowing "fluent" like uniform updates
  19401. */
  19402. setFloats(name: string, value: number[]): ShaderMaterial;
  19403. /**
  19404. * Set a vec3 in the shader from a Color3.
  19405. * @param name Define the name of the uniform as defined in the shader
  19406. * @param value Define the value to give to the uniform
  19407. * @return the material itself allowing "fluent" like uniform updates
  19408. */
  19409. setColor3(name: string, value: Color3): ShaderMaterial;
  19410. /**
  19411. * Set a vec3 array in the shader from a Color3 array.
  19412. * @param name Define the name of the uniform as defined in the shader
  19413. * @param value Define the value to give to the uniform
  19414. * @return the material itself allowing "fluent" like uniform updates
  19415. */
  19416. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19417. /**
  19418. * Set a vec4 in the shader from a Color4.
  19419. * @param name Define the name of the uniform as defined in the shader
  19420. * @param value Define the value to give to the uniform
  19421. * @return the material itself allowing "fluent" like uniform updates
  19422. */
  19423. setColor4(name: string, value: Color4): ShaderMaterial;
  19424. /**
  19425. * Set a vec4 array in the shader from a Color4 array.
  19426. * @param name Define the name of the uniform as defined in the shader
  19427. * @param value Define the value to give to the uniform
  19428. * @return the material itself allowing "fluent" like uniform updates
  19429. */
  19430. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19431. /**
  19432. * Set a vec2 in the shader from a Vector2.
  19433. * @param name Define the name of the uniform as defined in the shader
  19434. * @param value Define the value to give to the uniform
  19435. * @return the material itself allowing "fluent" like uniform updates
  19436. */
  19437. setVector2(name: string, value: Vector2): ShaderMaterial;
  19438. /**
  19439. * Set a vec3 in the shader from a Vector3.
  19440. * @param name Define the name of the uniform as defined in the shader
  19441. * @param value Define the value to give to the uniform
  19442. * @return the material itself allowing "fluent" like uniform updates
  19443. */
  19444. setVector3(name: string, value: Vector3): ShaderMaterial;
  19445. /**
  19446. * Set a vec4 in the shader from a Vector4.
  19447. * @param name Define the name of the uniform as defined in the shader
  19448. * @param value Define the value to give to the uniform
  19449. * @return the material itself allowing "fluent" like uniform updates
  19450. */
  19451. setVector4(name: string, value: Vector4): ShaderMaterial;
  19452. /**
  19453. * Set a mat4 in the shader from a Matrix.
  19454. * @param name Define the name of the uniform as defined in the shader
  19455. * @param value Define the value to give to the uniform
  19456. * @return the material itself allowing "fluent" like uniform updates
  19457. */
  19458. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19459. /**
  19460. * Set a mat3 in the shader from a Float32Array.
  19461. * @param name Define the name of the uniform as defined in the shader
  19462. * @param value Define the value to give to the uniform
  19463. * @return the material itself allowing "fluent" like uniform updates
  19464. */
  19465. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19466. /**
  19467. * Set a mat2 in the shader from a Float32Array.
  19468. * @param name Define the name of the uniform as defined in the shader
  19469. * @param value Define the value to give to the uniform
  19470. * @return the material itself allowing "fluent" like uniform updates
  19471. */
  19472. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19473. /**
  19474. * Set a vec2 array in the shader from a number array.
  19475. * @param name Define the name of the uniform as defined in the shader
  19476. * @param value Define the value to give to the uniform
  19477. * @return the material itself allowing "fluent" like uniform updates
  19478. */
  19479. setArray2(name: string, value: number[]): ShaderMaterial;
  19480. /**
  19481. * Set a vec3 array in the shader from a number array.
  19482. * @param name Define the name of the uniform as defined in the shader
  19483. * @param value Define the value to give to the uniform
  19484. * @return the material itself allowing "fluent" like uniform updates
  19485. */
  19486. setArray3(name: string, value: number[]): ShaderMaterial;
  19487. /**
  19488. * Set a vec4 array in the shader from a number array.
  19489. * @param name Define the name of the uniform as defined in the shader
  19490. * @param value Define the value to give to the uniform
  19491. * @return the material itself allowing "fluent" like uniform updates
  19492. */
  19493. setArray4(name: string, value: number[]): ShaderMaterial;
  19494. private _checkCache;
  19495. /**
  19496. * Specifies that the submesh is ready to be used
  19497. * @param mesh defines the mesh to check
  19498. * @param subMesh defines which submesh to check
  19499. * @param useInstances specifies that instances should be used
  19500. * @returns a boolean indicating that the submesh is ready or not
  19501. */
  19502. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19503. /**
  19504. * Checks if the material is ready to render the requested mesh
  19505. * @param mesh Define the mesh to render
  19506. * @param useInstances Define whether or not the material is used with instances
  19507. * @returns true if ready, otherwise false
  19508. */
  19509. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19510. /**
  19511. * Binds the world matrix to the material
  19512. * @param world defines the world transformation matrix
  19513. */
  19514. bindOnlyWorldMatrix(world: Matrix): void;
  19515. /**
  19516. * Binds the material to the mesh
  19517. * @param world defines the world transformation matrix
  19518. * @param mesh defines the mesh to bind the material to
  19519. */
  19520. bind(world: Matrix, mesh?: Mesh): void;
  19521. /**
  19522. * Gets the active textures from the material
  19523. * @returns an array of textures
  19524. */
  19525. getActiveTextures(): BaseTexture[];
  19526. /**
  19527. * Specifies if the material uses a texture
  19528. * @param texture defines the texture to check against the material
  19529. * @returns a boolean specifying if the material uses the texture
  19530. */
  19531. hasTexture(texture: BaseTexture): boolean;
  19532. /**
  19533. * Makes a duplicate of the material, and gives it a new name
  19534. * @param name defines the new name for the duplicated material
  19535. * @returns the cloned material
  19536. */
  19537. clone(name: string): ShaderMaterial;
  19538. /**
  19539. * Disposes the material
  19540. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19541. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19542. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19543. */
  19544. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19545. /**
  19546. * Serializes this material in a JSON representation
  19547. * @returns the serialized material object
  19548. */
  19549. serialize(): any;
  19550. /**
  19551. * Creates a shader material from parsed shader material data
  19552. * @param source defines the JSON represnetation of the material
  19553. * @param scene defines the hosting scene
  19554. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19555. * @returns a new material
  19556. */
  19557. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19558. }
  19559. }
  19560. declare module "babylonjs/Shaders/color.fragment" {
  19561. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19562. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19563. /** @hidden */
  19564. export var colorPixelShader: {
  19565. name: string;
  19566. shader: string;
  19567. };
  19568. }
  19569. declare module "babylonjs/Shaders/color.vertex" {
  19570. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19571. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19572. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19573. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19574. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19575. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19576. /** @hidden */
  19577. export var colorVertexShader: {
  19578. name: string;
  19579. shader: string;
  19580. };
  19581. }
  19582. declare module "babylonjs/Meshes/linesMesh" {
  19583. import { Nullable } from "babylonjs/types";
  19584. import { Scene } from "babylonjs/scene";
  19585. import { Color3 } from "babylonjs/Maths/math.color";
  19586. import { Node } from "babylonjs/node";
  19587. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19588. import { Mesh } from "babylonjs/Meshes/mesh";
  19589. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19590. import { Effect } from "babylonjs/Materials/effect";
  19591. import { Material } from "babylonjs/Materials/material";
  19592. import "babylonjs/Shaders/color.fragment";
  19593. import "babylonjs/Shaders/color.vertex";
  19594. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19595. /**
  19596. * Line mesh
  19597. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19598. */
  19599. export class LinesMesh extends Mesh {
  19600. /**
  19601. * If vertex color should be applied to the mesh
  19602. */
  19603. readonly useVertexColor?: boolean | undefined;
  19604. /**
  19605. * If vertex alpha should be applied to the mesh
  19606. */
  19607. readonly useVertexAlpha?: boolean | undefined;
  19608. /**
  19609. * Color of the line (Default: White)
  19610. */
  19611. color: Color3;
  19612. /**
  19613. * Alpha of the line (Default: 1)
  19614. */
  19615. alpha: number;
  19616. /**
  19617. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19618. * This margin is expressed in world space coordinates, so its value may vary.
  19619. * Default value is 0.1
  19620. */
  19621. intersectionThreshold: number;
  19622. private _colorShader;
  19623. private color4;
  19624. /**
  19625. * Creates a new LinesMesh
  19626. * @param name defines the name
  19627. * @param scene defines the hosting scene
  19628. * @param parent defines the parent mesh if any
  19629. * @param source defines the optional source LinesMesh used to clone data from
  19630. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19631. * When false, achieved by calling a clone(), also passing False.
  19632. * This will make creation of children, recursive.
  19633. * @param useVertexColor defines if this LinesMesh supports vertex color
  19634. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19635. */
  19636. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  19637. /**
  19638. * If vertex color should be applied to the mesh
  19639. */
  19640. useVertexColor?: boolean | undefined,
  19641. /**
  19642. * If vertex alpha should be applied to the mesh
  19643. */
  19644. useVertexAlpha?: boolean | undefined);
  19645. private _addClipPlaneDefine;
  19646. private _removeClipPlaneDefine;
  19647. isReady(): boolean;
  19648. /**
  19649. * Returns the string "LineMesh"
  19650. */
  19651. getClassName(): string;
  19652. /**
  19653. * @hidden
  19654. */
  19655. /**
  19656. * @hidden
  19657. */
  19658. material: Material;
  19659. /**
  19660. * @hidden
  19661. */
  19662. readonly checkCollisions: boolean;
  19663. /** @hidden */
  19664. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  19665. /** @hidden */
  19666. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  19667. /**
  19668. * Disposes of the line mesh
  19669. * @param doNotRecurse If children should be disposed
  19670. */
  19671. dispose(doNotRecurse?: boolean): void;
  19672. /**
  19673. * Returns a new LineMesh object cloned from the current one.
  19674. */
  19675. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19676. /**
  19677. * Creates a new InstancedLinesMesh object from the mesh model.
  19678. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19679. * @param name defines the name of the new instance
  19680. * @returns a new InstancedLinesMesh
  19681. */
  19682. createInstance(name: string): InstancedLinesMesh;
  19683. }
  19684. /**
  19685. * Creates an instance based on a source LinesMesh
  19686. */
  19687. export class InstancedLinesMesh extends InstancedMesh {
  19688. /**
  19689. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19690. * This margin is expressed in world space coordinates, so its value may vary.
  19691. * Initilized with the intersectionThreshold value of the source LinesMesh
  19692. */
  19693. intersectionThreshold: number;
  19694. constructor(name: string, source: LinesMesh);
  19695. /**
  19696. * Returns the string "InstancedLinesMesh".
  19697. */
  19698. getClassName(): string;
  19699. }
  19700. }
  19701. declare module "babylonjs/Shaders/line.fragment" {
  19702. /** @hidden */
  19703. export var linePixelShader: {
  19704. name: string;
  19705. shader: string;
  19706. };
  19707. }
  19708. declare module "babylonjs/Shaders/line.vertex" {
  19709. /** @hidden */
  19710. export var lineVertexShader: {
  19711. name: string;
  19712. shader: string;
  19713. };
  19714. }
  19715. declare module "babylonjs/Rendering/edgesRenderer" {
  19716. import { Nullable } from "babylonjs/types";
  19717. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19718. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19719. import { Vector3 } from "babylonjs/Maths/math.vector";
  19720. import { IDisposable } from "babylonjs/scene";
  19721. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19722. import "babylonjs/Shaders/line.fragment";
  19723. import "babylonjs/Shaders/line.vertex";
  19724. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19725. module "babylonjs/Meshes/abstractMesh" {
  19726. interface AbstractMesh {
  19727. /**
  19728. * Gets the edgesRenderer associated with the mesh
  19729. */
  19730. edgesRenderer: Nullable<EdgesRenderer>;
  19731. }
  19732. }
  19733. module "babylonjs/Meshes/linesMesh" {
  19734. interface LinesMesh {
  19735. /**
  19736. * Enables the edge rendering mode on the mesh.
  19737. * This mode makes the mesh edges visible
  19738. * @param epsilon defines the maximal distance between two angles to detect a face
  19739. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19740. * @returns the currentAbstractMesh
  19741. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19742. */
  19743. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19744. }
  19745. }
  19746. module "babylonjs/Meshes/linesMesh" {
  19747. interface InstancedLinesMesh {
  19748. /**
  19749. * Enables the edge rendering mode on the mesh.
  19750. * This mode makes the mesh edges visible
  19751. * @param epsilon defines the maximal distance between two angles to detect a face
  19752. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19753. * @returns the current InstancedLinesMesh
  19754. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19755. */
  19756. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19757. }
  19758. }
  19759. /**
  19760. * Defines the minimum contract an Edges renderer should follow.
  19761. */
  19762. export interface IEdgesRenderer extends IDisposable {
  19763. /**
  19764. * Gets or sets a boolean indicating if the edgesRenderer is active
  19765. */
  19766. isEnabled: boolean;
  19767. /**
  19768. * Renders the edges of the attached mesh,
  19769. */
  19770. render(): void;
  19771. /**
  19772. * Checks wether or not the edges renderer is ready to render.
  19773. * @return true if ready, otherwise false.
  19774. */
  19775. isReady(): boolean;
  19776. }
  19777. /**
  19778. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19779. */
  19780. export class EdgesRenderer implements IEdgesRenderer {
  19781. /**
  19782. * Define the size of the edges with an orthographic camera
  19783. */
  19784. edgesWidthScalerForOrthographic: number;
  19785. /**
  19786. * Define the size of the edges with a perspective camera
  19787. */
  19788. edgesWidthScalerForPerspective: number;
  19789. protected _source: AbstractMesh;
  19790. protected _linesPositions: number[];
  19791. protected _linesNormals: number[];
  19792. protected _linesIndices: number[];
  19793. protected _epsilon: number;
  19794. protected _indicesCount: number;
  19795. protected _lineShader: ShaderMaterial;
  19796. protected _ib: DataBuffer;
  19797. protected _buffers: {
  19798. [key: string]: Nullable<VertexBuffer>;
  19799. };
  19800. protected _checkVerticesInsteadOfIndices: boolean;
  19801. private _meshRebuildObserver;
  19802. private _meshDisposeObserver;
  19803. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19804. isEnabled: boolean;
  19805. /**
  19806. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19807. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19808. * @param source Mesh used to create edges
  19809. * @param epsilon sum of angles in adjacency to check for edge
  19810. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19811. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19812. */
  19813. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19814. protected _prepareRessources(): void;
  19815. /** @hidden */
  19816. _rebuild(): void;
  19817. /**
  19818. * Releases the required resources for the edges renderer
  19819. */
  19820. dispose(): void;
  19821. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19822. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19823. /**
  19824. * Checks if the pair of p0 and p1 is en edge
  19825. * @param faceIndex
  19826. * @param edge
  19827. * @param faceNormals
  19828. * @param p0
  19829. * @param p1
  19830. * @private
  19831. */
  19832. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19833. /**
  19834. * push line into the position, normal and index buffer
  19835. * @protected
  19836. */
  19837. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19838. /**
  19839. * Generates lines edges from adjacencjes
  19840. * @private
  19841. */
  19842. _generateEdgesLines(): void;
  19843. /**
  19844. * Checks wether or not the edges renderer is ready to render.
  19845. * @return true if ready, otherwise false.
  19846. */
  19847. isReady(): boolean;
  19848. /**
  19849. * Renders the edges of the attached mesh,
  19850. */
  19851. render(): void;
  19852. }
  19853. /**
  19854. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19855. */
  19856. export class LineEdgesRenderer extends EdgesRenderer {
  19857. /**
  19858. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19859. * @param source LineMesh used to generate edges
  19860. * @param epsilon not important (specified angle for edge detection)
  19861. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19862. */
  19863. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19864. /**
  19865. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19866. */
  19867. _generateEdgesLines(): void;
  19868. }
  19869. }
  19870. declare module "babylonjs/Rendering/renderingGroup" {
  19871. import { SmartArray } from "babylonjs/Misc/smartArray";
  19872. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19873. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19874. import { Nullable } from "babylonjs/types";
  19875. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19876. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19877. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19878. import { Material } from "babylonjs/Materials/material";
  19879. import { Scene } from "babylonjs/scene";
  19880. /**
  19881. * This represents the object necessary to create a rendering group.
  19882. * This is exclusively used and created by the rendering manager.
  19883. * To modify the behavior, you use the available helpers in your scene or meshes.
  19884. * @hidden
  19885. */
  19886. export class RenderingGroup {
  19887. index: number;
  19888. private static _zeroVector;
  19889. private _scene;
  19890. private _opaqueSubMeshes;
  19891. private _transparentSubMeshes;
  19892. private _alphaTestSubMeshes;
  19893. private _depthOnlySubMeshes;
  19894. private _particleSystems;
  19895. private _spriteManagers;
  19896. private _opaqueSortCompareFn;
  19897. private _alphaTestSortCompareFn;
  19898. private _transparentSortCompareFn;
  19899. private _renderOpaque;
  19900. private _renderAlphaTest;
  19901. private _renderTransparent;
  19902. /** @hidden */
  19903. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19904. onBeforeTransparentRendering: () => void;
  19905. /**
  19906. * Set the opaque sort comparison function.
  19907. * If null the sub meshes will be render in the order they were created
  19908. */
  19909. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19910. /**
  19911. * Set the alpha test sort comparison function.
  19912. * If null the sub meshes will be render in the order they were created
  19913. */
  19914. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19915. /**
  19916. * Set the transparent sort comparison function.
  19917. * If null the sub meshes will be render in the order they were created
  19918. */
  19919. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19920. /**
  19921. * Creates a new rendering group.
  19922. * @param index The rendering group index
  19923. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19924. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19925. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19926. */
  19927. 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>);
  19928. /**
  19929. * Render all the sub meshes contained in the group.
  19930. * @param customRenderFunction Used to override the default render behaviour of the group.
  19931. * @returns true if rendered some submeshes.
  19932. */
  19933. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19934. /**
  19935. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19936. * @param subMeshes The submeshes to render
  19937. */
  19938. private renderOpaqueSorted;
  19939. /**
  19940. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19941. * @param subMeshes The submeshes to render
  19942. */
  19943. private renderAlphaTestSorted;
  19944. /**
  19945. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19946. * @param subMeshes The submeshes to render
  19947. */
  19948. private renderTransparentSorted;
  19949. /**
  19950. * Renders the submeshes in a specified order.
  19951. * @param subMeshes The submeshes to sort before render
  19952. * @param sortCompareFn The comparison function use to sort
  19953. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19954. * @param transparent Specifies to activate blending if true
  19955. */
  19956. private static renderSorted;
  19957. /**
  19958. * Renders the submeshes in the order they were dispatched (no sort applied).
  19959. * @param subMeshes The submeshes to render
  19960. */
  19961. private static renderUnsorted;
  19962. /**
  19963. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19964. * are rendered back to front if in the same alpha index.
  19965. *
  19966. * @param a The first submesh
  19967. * @param b The second submesh
  19968. * @returns The result of the comparison
  19969. */
  19970. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19971. /**
  19972. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19973. * are rendered back to front.
  19974. *
  19975. * @param a The first submesh
  19976. * @param b The second submesh
  19977. * @returns The result of the comparison
  19978. */
  19979. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19980. /**
  19981. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19982. * are rendered front to back (prevent overdraw).
  19983. *
  19984. * @param a The first submesh
  19985. * @param b The second submesh
  19986. * @returns The result of the comparison
  19987. */
  19988. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19989. /**
  19990. * Resets the different lists of submeshes to prepare a new frame.
  19991. */
  19992. prepare(): void;
  19993. dispose(): void;
  19994. /**
  19995. * Inserts the submesh in its correct queue depending on its material.
  19996. * @param subMesh The submesh to dispatch
  19997. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19998. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19999. */
  20000. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20001. dispatchSprites(spriteManager: ISpriteManager): void;
  20002. dispatchParticles(particleSystem: IParticleSystem): void;
  20003. private _renderParticles;
  20004. private _renderSprites;
  20005. }
  20006. }
  20007. declare module "babylonjs/Rendering/renderingManager" {
  20008. import { Nullable } from "babylonjs/types";
  20009. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20010. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20011. import { SmartArray } from "babylonjs/Misc/smartArray";
  20012. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20013. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20014. import { Material } from "babylonjs/Materials/material";
  20015. import { Scene } from "babylonjs/scene";
  20016. import { Camera } from "babylonjs/Cameras/camera";
  20017. /**
  20018. * Interface describing the different options available in the rendering manager
  20019. * regarding Auto Clear between groups.
  20020. */
  20021. export interface IRenderingManagerAutoClearSetup {
  20022. /**
  20023. * Defines whether or not autoclear is enable.
  20024. */
  20025. autoClear: boolean;
  20026. /**
  20027. * Defines whether or not to autoclear the depth buffer.
  20028. */
  20029. depth: boolean;
  20030. /**
  20031. * Defines whether or not to autoclear the stencil buffer.
  20032. */
  20033. stencil: boolean;
  20034. }
  20035. /**
  20036. * This class is used by the onRenderingGroupObservable
  20037. */
  20038. export class RenderingGroupInfo {
  20039. /**
  20040. * The Scene that being rendered
  20041. */
  20042. scene: Scene;
  20043. /**
  20044. * The camera currently used for the rendering pass
  20045. */
  20046. camera: Nullable<Camera>;
  20047. /**
  20048. * The ID of the renderingGroup being processed
  20049. */
  20050. renderingGroupId: number;
  20051. }
  20052. /**
  20053. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20054. * It is enable to manage the different groups as well as the different necessary sort functions.
  20055. * This should not be used directly aside of the few static configurations
  20056. */
  20057. export class RenderingManager {
  20058. /**
  20059. * The max id used for rendering groups (not included)
  20060. */
  20061. static MAX_RENDERINGGROUPS: number;
  20062. /**
  20063. * The min id used for rendering groups (included)
  20064. */
  20065. static MIN_RENDERINGGROUPS: number;
  20066. /**
  20067. * Used to globally prevent autoclearing scenes.
  20068. */
  20069. static AUTOCLEAR: boolean;
  20070. /**
  20071. * @hidden
  20072. */
  20073. _useSceneAutoClearSetup: boolean;
  20074. private _scene;
  20075. private _renderingGroups;
  20076. private _depthStencilBufferAlreadyCleaned;
  20077. private _autoClearDepthStencil;
  20078. private _customOpaqueSortCompareFn;
  20079. private _customAlphaTestSortCompareFn;
  20080. private _customTransparentSortCompareFn;
  20081. private _renderingGroupInfo;
  20082. /**
  20083. * Instantiates a new rendering group for a particular scene
  20084. * @param scene Defines the scene the groups belongs to
  20085. */
  20086. constructor(scene: Scene);
  20087. private _clearDepthStencilBuffer;
  20088. /**
  20089. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20090. * @hidden
  20091. */
  20092. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20093. /**
  20094. * Resets the different information of the group to prepare a new frame
  20095. * @hidden
  20096. */
  20097. reset(): void;
  20098. /**
  20099. * Dispose and release the group and its associated resources.
  20100. * @hidden
  20101. */
  20102. dispose(): void;
  20103. /**
  20104. * Clear the info related to rendering groups preventing retention points during dispose.
  20105. */
  20106. freeRenderingGroups(): void;
  20107. private _prepareRenderingGroup;
  20108. /**
  20109. * Add a sprite manager to the rendering manager in order to render it this frame.
  20110. * @param spriteManager Define the sprite manager to render
  20111. */
  20112. dispatchSprites(spriteManager: ISpriteManager): void;
  20113. /**
  20114. * Add a particle system to the rendering manager in order to render it this frame.
  20115. * @param particleSystem Define the particle system to render
  20116. */
  20117. dispatchParticles(particleSystem: IParticleSystem): void;
  20118. /**
  20119. * Add a submesh to the manager in order to render it this frame
  20120. * @param subMesh The submesh to dispatch
  20121. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20122. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20123. */
  20124. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20125. /**
  20126. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20127. * This allowed control for front to back rendering or reversly depending of the special needs.
  20128. *
  20129. * @param renderingGroupId The rendering group id corresponding to its index
  20130. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20131. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20132. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20133. */
  20134. 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;
  20135. /**
  20136. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20137. *
  20138. * @param renderingGroupId The rendering group id corresponding to its index
  20139. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20140. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20141. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20142. */
  20143. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20144. /**
  20145. * Gets the current auto clear configuration for one rendering group of the rendering
  20146. * manager.
  20147. * @param index the rendering group index to get the information for
  20148. * @returns The auto clear setup for the requested rendering group
  20149. */
  20150. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20151. }
  20152. }
  20153. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20154. import { Observable } from "babylonjs/Misc/observable";
  20155. import { SmartArray } from "babylonjs/Misc/smartArray";
  20156. import { Nullable } from "babylonjs/types";
  20157. import { Camera } from "babylonjs/Cameras/camera";
  20158. import { Scene } from "babylonjs/scene";
  20159. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20160. import { Color4 } from "babylonjs/Maths/math.color";
  20161. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20162. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20163. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20164. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20165. import { Texture } from "babylonjs/Materials/Textures/texture";
  20166. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20167. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20168. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20169. import { Engine } from "babylonjs/Engines/engine";
  20170. /**
  20171. * This Helps creating a texture that will be created from a camera in your scene.
  20172. * It is basically a dynamic texture that could be used to create special effects for instance.
  20173. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20174. */
  20175. export class RenderTargetTexture extends Texture {
  20176. isCube: boolean;
  20177. /**
  20178. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20179. */
  20180. static readonly REFRESHRATE_RENDER_ONCE: number;
  20181. /**
  20182. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20183. */
  20184. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20185. /**
  20186. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20187. * the central point of your effect and can save a lot of performances.
  20188. */
  20189. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20190. /**
  20191. * Use this predicate to dynamically define the list of mesh you want to render.
  20192. * If set, the renderList property will be overwritten.
  20193. */
  20194. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20195. private _renderList;
  20196. /**
  20197. * Use this list to define the list of mesh you want to render.
  20198. */
  20199. renderList: Nullable<Array<AbstractMesh>>;
  20200. private _hookArray;
  20201. /**
  20202. * Define if particles should be rendered in your texture.
  20203. */
  20204. renderParticles: boolean;
  20205. /**
  20206. * Define if sprites should be rendered in your texture.
  20207. */
  20208. renderSprites: boolean;
  20209. /**
  20210. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20211. */
  20212. coordinatesMode: number;
  20213. /**
  20214. * Define the camera used to render the texture.
  20215. */
  20216. activeCamera: Nullable<Camera>;
  20217. /**
  20218. * Override the render function of the texture with your own one.
  20219. */
  20220. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20221. /**
  20222. * Define if camera post processes should be use while rendering the texture.
  20223. */
  20224. useCameraPostProcesses: boolean;
  20225. /**
  20226. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20227. */
  20228. ignoreCameraViewport: boolean;
  20229. private _postProcessManager;
  20230. private _postProcesses;
  20231. private _resizeObserver;
  20232. /**
  20233. * An event triggered when the texture is unbind.
  20234. */
  20235. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20236. /**
  20237. * An event triggered when the texture is unbind.
  20238. */
  20239. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20240. private _onAfterUnbindObserver;
  20241. /**
  20242. * Set a after unbind callback in the texture.
  20243. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20244. */
  20245. onAfterUnbind: () => void;
  20246. /**
  20247. * An event triggered before rendering the texture
  20248. */
  20249. onBeforeRenderObservable: Observable<number>;
  20250. private _onBeforeRenderObserver;
  20251. /**
  20252. * Set a before render callback in the texture.
  20253. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20254. */
  20255. onBeforeRender: (faceIndex: number) => void;
  20256. /**
  20257. * An event triggered after rendering the texture
  20258. */
  20259. onAfterRenderObservable: Observable<number>;
  20260. private _onAfterRenderObserver;
  20261. /**
  20262. * Set a after render callback in the texture.
  20263. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20264. */
  20265. onAfterRender: (faceIndex: number) => void;
  20266. /**
  20267. * An event triggered after the texture clear
  20268. */
  20269. onClearObservable: Observable<Engine>;
  20270. private _onClearObserver;
  20271. /**
  20272. * Set a clear callback in the texture.
  20273. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20274. */
  20275. onClear: (Engine: Engine) => void;
  20276. /**
  20277. * An event triggered when the texture is resized.
  20278. */
  20279. onResizeObservable: Observable<RenderTargetTexture>;
  20280. /**
  20281. * Define the clear color of the Render Target if it should be different from the scene.
  20282. */
  20283. clearColor: Color4;
  20284. protected _size: number | {
  20285. width: number;
  20286. height: number;
  20287. };
  20288. protected _initialSizeParameter: number | {
  20289. width: number;
  20290. height: number;
  20291. } | {
  20292. ratio: number;
  20293. };
  20294. protected _sizeRatio: Nullable<number>;
  20295. /** @hidden */
  20296. _generateMipMaps: boolean;
  20297. protected _renderingManager: RenderingManager;
  20298. /** @hidden */
  20299. _waitingRenderList: string[];
  20300. protected _doNotChangeAspectRatio: boolean;
  20301. protected _currentRefreshId: number;
  20302. protected _refreshRate: number;
  20303. protected _textureMatrix: Matrix;
  20304. protected _samples: number;
  20305. protected _renderTargetOptions: RenderTargetCreationOptions;
  20306. /**
  20307. * Gets render target creation options that were used.
  20308. */
  20309. readonly renderTargetOptions: RenderTargetCreationOptions;
  20310. protected _engine: Engine;
  20311. protected _onRatioRescale(): void;
  20312. /**
  20313. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20314. * It must define where the camera used to render the texture is set
  20315. */
  20316. boundingBoxPosition: Vector3;
  20317. private _boundingBoxSize;
  20318. /**
  20319. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20320. * When defined, the cubemap will switch to local mode
  20321. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20322. * @example https://www.babylonjs-playground.com/#RNASML
  20323. */
  20324. boundingBoxSize: Vector3;
  20325. /**
  20326. * In case the RTT has been created with a depth texture, get the associated
  20327. * depth texture.
  20328. * Otherwise, return null.
  20329. */
  20330. depthStencilTexture: Nullable<InternalTexture>;
  20331. /**
  20332. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20333. * or used a shadow, depth texture...
  20334. * @param name The friendly name of the texture
  20335. * @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)
  20336. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20337. * @param generateMipMaps True if mip maps need to be generated after render.
  20338. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20339. * @param type The type of the buffer in the RTT (int, half float, float...)
  20340. * @param isCube True if a cube texture needs to be created
  20341. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20342. * @param generateDepthBuffer True to generate a depth buffer
  20343. * @param generateStencilBuffer True to generate a stencil buffer
  20344. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20345. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20346. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20347. */
  20348. constructor(name: string, size: number | {
  20349. width: number;
  20350. height: number;
  20351. } | {
  20352. ratio: number;
  20353. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20354. /**
  20355. * Creates a depth stencil texture.
  20356. * This is only available in WebGL 2 or with the depth texture extension available.
  20357. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20358. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20359. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20360. */
  20361. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20362. private _processSizeParameter;
  20363. /**
  20364. * Define the number of samples to use in case of MSAA.
  20365. * It defaults to one meaning no MSAA has been enabled.
  20366. */
  20367. samples: number;
  20368. /**
  20369. * Resets the refresh counter of the texture and start bak from scratch.
  20370. * Could be useful to regenerate the texture if it is setup to render only once.
  20371. */
  20372. resetRefreshCounter(): void;
  20373. /**
  20374. * Define the refresh rate of the texture or the rendering frequency.
  20375. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20376. */
  20377. refreshRate: number;
  20378. /**
  20379. * Adds a post process to the render target rendering passes.
  20380. * @param postProcess define the post process to add
  20381. */
  20382. addPostProcess(postProcess: PostProcess): void;
  20383. /**
  20384. * Clear all the post processes attached to the render target
  20385. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20386. */
  20387. clearPostProcesses(dispose?: boolean): void;
  20388. /**
  20389. * Remove one of the post process from the list of attached post processes to the texture
  20390. * @param postProcess define the post process to remove from the list
  20391. */
  20392. removePostProcess(postProcess: PostProcess): void;
  20393. /** @hidden */
  20394. _shouldRender(): boolean;
  20395. /**
  20396. * Gets the actual render size of the texture.
  20397. * @returns the width of the render size
  20398. */
  20399. getRenderSize(): number;
  20400. /**
  20401. * Gets the actual render width of the texture.
  20402. * @returns the width of the render size
  20403. */
  20404. getRenderWidth(): number;
  20405. /**
  20406. * Gets the actual render height of the texture.
  20407. * @returns the height of the render size
  20408. */
  20409. getRenderHeight(): number;
  20410. /**
  20411. * Get if the texture can be rescaled or not.
  20412. */
  20413. readonly canRescale: boolean;
  20414. /**
  20415. * Resize the texture using a ratio.
  20416. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20417. */
  20418. scale(ratio: number): void;
  20419. /**
  20420. * Get the texture reflection matrix used to rotate/transform the reflection.
  20421. * @returns the reflection matrix
  20422. */
  20423. getReflectionTextureMatrix(): Matrix;
  20424. /**
  20425. * Resize the texture to a new desired size.
  20426. * Be carrefull as it will recreate all the data in the new texture.
  20427. * @param size Define the new size. It can be:
  20428. * - a number for squared texture,
  20429. * - an object containing { width: number, height: number }
  20430. * - or an object containing a ratio { ratio: number }
  20431. */
  20432. resize(size: number | {
  20433. width: number;
  20434. height: number;
  20435. } | {
  20436. ratio: number;
  20437. }): void;
  20438. /**
  20439. * Renders all the objects from the render list into the texture.
  20440. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20441. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20442. */
  20443. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20444. private _bestReflectionRenderTargetDimension;
  20445. /**
  20446. * @hidden
  20447. * @param faceIndex face index to bind to if this is a cubetexture
  20448. */
  20449. _bindFrameBuffer(faceIndex?: number): void;
  20450. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20451. private renderToTarget;
  20452. /**
  20453. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20454. * This allowed control for front to back rendering or reversly depending of the special needs.
  20455. *
  20456. * @param renderingGroupId The rendering group id corresponding to its index
  20457. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20458. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20459. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20460. */
  20461. 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;
  20462. /**
  20463. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20464. *
  20465. * @param renderingGroupId The rendering group id corresponding to its index
  20466. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20467. */
  20468. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20469. /**
  20470. * Clones the texture.
  20471. * @returns the cloned texture
  20472. */
  20473. clone(): RenderTargetTexture;
  20474. /**
  20475. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20476. * @returns The JSON representation of the texture
  20477. */
  20478. serialize(): any;
  20479. /**
  20480. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20481. */
  20482. disposeFramebufferObjects(): void;
  20483. /**
  20484. * Dispose the texture and release its associated resources.
  20485. */
  20486. dispose(): void;
  20487. /** @hidden */
  20488. _rebuild(): void;
  20489. /**
  20490. * Clear the info related to rendering groups preventing retention point in material dispose.
  20491. */
  20492. freeRenderingGroups(): void;
  20493. /**
  20494. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20495. * @returns the view count
  20496. */
  20497. getViewCount(): number;
  20498. }
  20499. }
  20500. declare module "babylonjs/Materials/material" {
  20501. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20502. import { SmartArray } from "babylonjs/Misc/smartArray";
  20503. import { Observable } from "babylonjs/Misc/observable";
  20504. import { Nullable } from "babylonjs/types";
  20505. import { Scene } from "babylonjs/scene";
  20506. import { Matrix } from "babylonjs/Maths/math.vector";
  20507. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20508. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20509. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20510. import { Effect } from "babylonjs/Materials/effect";
  20511. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20512. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20513. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20514. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20515. import { Mesh } from "babylonjs/Meshes/mesh";
  20516. import { Animation } from "babylonjs/Animations/animation";
  20517. /**
  20518. * Base class for the main features of a material in Babylon.js
  20519. */
  20520. export class Material implements IAnimatable {
  20521. /**
  20522. * Returns the triangle fill mode
  20523. */
  20524. static readonly TriangleFillMode: number;
  20525. /**
  20526. * Returns the wireframe mode
  20527. */
  20528. static readonly WireFrameFillMode: number;
  20529. /**
  20530. * Returns the point fill mode
  20531. */
  20532. static readonly PointFillMode: number;
  20533. /**
  20534. * Returns the point list draw mode
  20535. */
  20536. static readonly PointListDrawMode: number;
  20537. /**
  20538. * Returns the line list draw mode
  20539. */
  20540. static readonly LineListDrawMode: number;
  20541. /**
  20542. * Returns the line loop draw mode
  20543. */
  20544. static readonly LineLoopDrawMode: number;
  20545. /**
  20546. * Returns the line strip draw mode
  20547. */
  20548. static readonly LineStripDrawMode: number;
  20549. /**
  20550. * Returns the triangle strip draw mode
  20551. */
  20552. static readonly TriangleStripDrawMode: number;
  20553. /**
  20554. * Returns the triangle fan draw mode
  20555. */
  20556. static readonly TriangleFanDrawMode: number;
  20557. /**
  20558. * Stores the clock-wise side orientation
  20559. */
  20560. static readonly ClockWiseSideOrientation: number;
  20561. /**
  20562. * Stores the counter clock-wise side orientation
  20563. */
  20564. static readonly CounterClockWiseSideOrientation: number;
  20565. /**
  20566. * The dirty texture flag value
  20567. */
  20568. static readonly TextureDirtyFlag: number;
  20569. /**
  20570. * The dirty light flag value
  20571. */
  20572. static readonly LightDirtyFlag: number;
  20573. /**
  20574. * The dirty fresnel flag value
  20575. */
  20576. static readonly FresnelDirtyFlag: number;
  20577. /**
  20578. * The dirty attribute flag value
  20579. */
  20580. static readonly AttributesDirtyFlag: number;
  20581. /**
  20582. * The dirty misc flag value
  20583. */
  20584. static readonly MiscDirtyFlag: number;
  20585. /**
  20586. * The all dirty flag value
  20587. */
  20588. static readonly AllDirtyFlag: number;
  20589. /**
  20590. * The ID of the material
  20591. */
  20592. id: string;
  20593. /**
  20594. * Gets or sets the unique id of the material
  20595. */
  20596. uniqueId: number;
  20597. /**
  20598. * The name of the material
  20599. */
  20600. name: string;
  20601. /**
  20602. * Gets or sets user defined metadata
  20603. */
  20604. metadata: any;
  20605. /**
  20606. * For internal use only. Please do not use.
  20607. */
  20608. reservedDataStore: any;
  20609. /**
  20610. * Specifies if the ready state should be checked on each call
  20611. */
  20612. checkReadyOnEveryCall: boolean;
  20613. /**
  20614. * Specifies if the ready state should be checked once
  20615. */
  20616. checkReadyOnlyOnce: boolean;
  20617. /**
  20618. * The state of the material
  20619. */
  20620. state: string;
  20621. /**
  20622. * The alpha value of the material
  20623. */
  20624. protected _alpha: number;
  20625. /**
  20626. * List of inspectable custom properties (used by the Inspector)
  20627. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20628. */
  20629. inspectableCustomProperties: IInspectable[];
  20630. /**
  20631. * Sets the alpha value of the material
  20632. */
  20633. /**
  20634. * Gets the alpha value of the material
  20635. */
  20636. alpha: number;
  20637. /**
  20638. * Specifies if back face culling is enabled
  20639. */
  20640. protected _backFaceCulling: boolean;
  20641. /**
  20642. * Sets the back-face culling state
  20643. */
  20644. /**
  20645. * Gets the back-face culling state
  20646. */
  20647. backFaceCulling: boolean;
  20648. /**
  20649. * Stores the value for side orientation
  20650. */
  20651. sideOrientation: number;
  20652. /**
  20653. * Callback triggered when the material is compiled
  20654. */
  20655. onCompiled: Nullable<(effect: Effect) => void>;
  20656. /**
  20657. * Callback triggered when an error occurs
  20658. */
  20659. onError: Nullable<(effect: Effect, errors: string) => void>;
  20660. /**
  20661. * Callback triggered to get the render target textures
  20662. */
  20663. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20664. /**
  20665. * Gets a boolean indicating that current material needs to register RTT
  20666. */
  20667. readonly hasRenderTargetTextures: boolean;
  20668. /**
  20669. * Specifies if the material should be serialized
  20670. */
  20671. doNotSerialize: boolean;
  20672. /**
  20673. * @hidden
  20674. */
  20675. _storeEffectOnSubMeshes: boolean;
  20676. /**
  20677. * Stores the animations for the material
  20678. */
  20679. animations: Nullable<Array<Animation>>;
  20680. /**
  20681. * An event triggered when the material is disposed
  20682. */
  20683. onDisposeObservable: Observable<Material>;
  20684. /**
  20685. * An observer which watches for dispose events
  20686. */
  20687. private _onDisposeObserver;
  20688. private _onUnBindObservable;
  20689. /**
  20690. * Called during a dispose event
  20691. */
  20692. onDispose: () => void;
  20693. private _onBindObservable;
  20694. /**
  20695. * An event triggered when the material is bound
  20696. */
  20697. readonly onBindObservable: Observable<AbstractMesh>;
  20698. /**
  20699. * An observer which watches for bind events
  20700. */
  20701. private _onBindObserver;
  20702. /**
  20703. * Called during a bind event
  20704. */
  20705. onBind: (Mesh: AbstractMesh) => void;
  20706. /**
  20707. * An event triggered when the material is unbound
  20708. */
  20709. readonly onUnBindObservable: Observable<Material>;
  20710. /**
  20711. * Stores the value of the alpha mode
  20712. */
  20713. private _alphaMode;
  20714. /**
  20715. * Sets the value of the alpha mode.
  20716. *
  20717. * | Value | Type | Description |
  20718. * | --- | --- | --- |
  20719. * | 0 | ALPHA_DISABLE | |
  20720. * | 1 | ALPHA_ADD | |
  20721. * | 2 | ALPHA_COMBINE | |
  20722. * | 3 | ALPHA_SUBTRACT | |
  20723. * | 4 | ALPHA_MULTIPLY | |
  20724. * | 5 | ALPHA_MAXIMIZED | |
  20725. * | 6 | ALPHA_ONEONE | |
  20726. * | 7 | ALPHA_PREMULTIPLIED | |
  20727. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20728. * | 9 | ALPHA_INTERPOLATE | |
  20729. * | 10 | ALPHA_SCREENMODE | |
  20730. *
  20731. */
  20732. /**
  20733. * Gets the value of the alpha mode
  20734. */
  20735. alphaMode: number;
  20736. /**
  20737. * Stores the state of the need depth pre-pass value
  20738. */
  20739. private _needDepthPrePass;
  20740. /**
  20741. * Sets the need depth pre-pass value
  20742. */
  20743. /**
  20744. * Gets the depth pre-pass value
  20745. */
  20746. needDepthPrePass: boolean;
  20747. /**
  20748. * Specifies if depth writing should be disabled
  20749. */
  20750. disableDepthWrite: boolean;
  20751. /**
  20752. * Specifies if depth writing should be forced
  20753. */
  20754. forceDepthWrite: boolean;
  20755. /**
  20756. * Specifies if there should be a separate pass for culling
  20757. */
  20758. separateCullingPass: boolean;
  20759. /**
  20760. * Stores the state specifing if fog should be enabled
  20761. */
  20762. private _fogEnabled;
  20763. /**
  20764. * Sets the state for enabling fog
  20765. */
  20766. /**
  20767. * Gets the value of the fog enabled state
  20768. */
  20769. fogEnabled: boolean;
  20770. /**
  20771. * Stores the size of points
  20772. */
  20773. pointSize: number;
  20774. /**
  20775. * Stores the z offset value
  20776. */
  20777. zOffset: number;
  20778. /**
  20779. * Gets a value specifying if wireframe mode is enabled
  20780. */
  20781. /**
  20782. * Sets the state of wireframe mode
  20783. */
  20784. wireframe: boolean;
  20785. /**
  20786. * Gets the value specifying if point clouds are enabled
  20787. */
  20788. /**
  20789. * Sets the state of point cloud mode
  20790. */
  20791. pointsCloud: boolean;
  20792. /**
  20793. * Gets the material fill mode
  20794. */
  20795. /**
  20796. * Sets the material fill mode
  20797. */
  20798. fillMode: number;
  20799. /**
  20800. * @hidden
  20801. * Stores the effects for the material
  20802. */
  20803. _effect: Nullable<Effect>;
  20804. /**
  20805. * @hidden
  20806. * Specifies if the material was previously ready
  20807. */
  20808. _wasPreviouslyReady: boolean;
  20809. /**
  20810. * Specifies if uniform buffers should be used
  20811. */
  20812. private _useUBO;
  20813. /**
  20814. * Stores a reference to the scene
  20815. */
  20816. private _scene;
  20817. /**
  20818. * Stores the fill mode state
  20819. */
  20820. private _fillMode;
  20821. /**
  20822. * Specifies if the depth write state should be cached
  20823. */
  20824. private _cachedDepthWriteState;
  20825. /**
  20826. * Stores the uniform buffer
  20827. */
  20828. protected _uniformBuffer: UniformBuffer;
  20829. /** @hidden */
  20830. _indexInSceneMaterialArray: number;
  20831. /** @hidden */
  20832. meshMap: Nullable<{
  20833. [id: string]: AbstractMesh | undefined;
  20834. }>;
  20835. /**
  20836. * Creates a material instance
  20837. * @param name defines the name of the material
  20838. * @param scene defines the scene to reference
  20839. * @param doNotAdd specifies if the material should be added to the scene
  20840. */
  20841. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20842. /**
  20843. * Returns a string representation of the current material
  20844. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20845. * @returns a string with material information
  20846. */
  20847. toString(fullDetails?: boolean): string;
  20848. /**
  20849. * Gets the class name of the material
  20850. * @returns a string with the class name of the material
  20851. */
  20852. getClassName(): string;
  20853. /**
  20854. * Specifies if updates for the material been locked
  20855. */
  20856. readonly isFrozen: boolean;
  20857. /**
  20858. * Locks updates for the material
  20859. */
  20860. freeze(): void;
  20861. /**
  20862. * Unlocks updates for the material
  20863. */
  20864. unfreeze(): void;
  20865. /**
  20866. * Specifies if the material is ready to be used
  20867. * @param mesh defines the mesh to check
  20868. * @param useInstances specifies if instances should be used
  20869. * @returns a boolean indicating if the material is ready to be used
  20870. */
  20871. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20872. /**
  20873. * Specifies that the submesh is ready to be used
  20874. * @param mesh defines the mesh to check
  20875. * @param subMesh defines which submesh to check
  20876. * @param useInstances specifies that instances should be used
  20877. * @returns a boolean indicating that the submesh is ready or not
  20878. */
  20879. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20880. /**
  20881. * Returns the material effect
  20882. * @returns the effect associated with the material
  20883. */
  20884. getEffect(): Nullable<Effect>;
  20885. /**
  20886. * Returns the current scene
  20887. * @returns a Scene
  20888. */
  20889. getScene(): Scene;
  20890. /**
  20891. * Specifies if the material will require alpha blending
  20892. * @returns a boolean specifying if alpha blending is needed
  20893. */
  20894. needAlphaBlending(): boolean;
  20895. /**
  20896. * Specifies if the mesh will require alpha blending
  20897. * @param mesh defines the mesh to check
  20898. * @returns a boolean specifying if alpha blending is needed for the mesh
  20899. */
  20900. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20901. /**
  20902. * Specifies if this material should be rendered in alpha test mode
  20903. * @returns a boolean specifying if an alpha test is needed.
  20904. */
  20905. needAlphaTesting(): boolean;
  20906. /**
  20907. * Gets the texture used for the alpha test
  20908. * @returns the texture to use for alpha testing
  20909. */
  20910. getAlphaTestTexture(): Nullable<BaseTexture>;
  20911. /**
  20912. * Marks the material to indicate that it needs to be re-calculated
  20913. */
  20914. markDirty(): void;
  20915. /** @hidden */
  20916. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20917. /**
  20918. * Binds the material to the mesh
  20919. * @param world defines the world transformation matrix
  20920. * @param mesh defines the mesh to bind the material to
  20921. */
  20922. bind(world: Matrix, mesh?: Mesh): void;
  20923. /**
  20924. * Binds the submesh to the material
  20925. * @param world defines the world transformation matrix
  20926. * @param mesh defines the mesh containing the submesh
  20927. * @param subMesh defines the submesh to bind the material to
  20928. */
  20929. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20930. /**
  20931. * Binds the world matrix to the material
  20932. * @param world defines the world transformation matrix
  20933. */
  20934. bindOnlyWorldMatrix(world: Matrix): void;
  20935. /**
  20936. * Binds the scene's uniform buffer to the effect.
  20937. * @param effect defines the effect to bind to the scene uniform buffer
  20938. * @param sceneUbo defines the uniform buffer storing scene data
  20939. */
  20940. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20941. /**
  20942. * Binds the view matrix to the effect
  20943. * @param effect defines the effect to bind the view matrix to
  20944. */
  20945. bindView(effect: Effect): void;
  20946. /**
  20947. * Binds the view projection matrix to the effect
  20948. * @param effect defines the effect to bind the view projection matrix to
  20949. */
  20950. bindViewProjection(effect: Effect): void;
  20951. /**
  20952. * Specifies if material alpha testing should be turned on for the mesh
  20953. * @param mesh defines the mesh to check
  20954. */
  20955. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20956. /**
  20957. * Processes to execute after binding the material to a mesh
  20958. * @param mesh defines the rendered mesh
  20959. */
  20960. protected _afterBind(mesh?: Mesh): void;
  20961. /**
  20962. * Unbinds the material from the mesh
  20963. */
  20964. unbind(): void;
  20965. /**
  20966. * Gets the active textures from the material
  20967. * @returns an array of textures
  20968. */
  20969. getActiveTextures(): BaseTexture[];
  20970. /**
  20971. * Specifies if the material uses a texture
  20972. * @param texture defines the texture to check against the material
  20973. * @returns a boolean specifying if the material uses the texture
  20974. */
  20975. hasTexture(texture: BaseTexture): boolean;
  20976. /**
  20977. * Makes a duplicate of the material, and gives it a new name
  20978. * @param name defines the new name for the duplicated material
  20979. * @returns the cloned material
  20980. */
  20981. clone(name: string): Nullable<Material>;
  20982. /**
  20983. * Gets the meshes bound to the material
  20984. * @returns an array of meshes bound to the material
  20985. */
  20986. getBindedMeshes(): AbstractMesh[];
  20987. /**
  20988. * Force shader compilation
  20989. * @param mesh defines the mesh associated with this material
  20990. * @param onCompiled defines a function to execute once the material is compiled
  20991. * @param options defines the options to configure the compilation
  20992. */
  20993. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20994. clipPlane: boolean;
  20995. }>): void;
  20996. /**
  20997. * Force shader compilation
  20998. * @param mesh defines the mesh that will use this material
  20999. * @param options defines additional options for compiling the shaders
  21000. * @returns a promise that resolves when the compilation completes
  21001. */
  21002. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  21003. clipPlane: boolean;
  21004. }>): Promise<void>;
  21005. private static readonly _AllDirtyCallBack;
  21006. private static readonly _ImageProcessingDirtyCallBack;
  21007. private static readonly _TextureDirtyCallBack;
  21008. private static readonly _FresnelDirtyCallBack;
  21009. private static readonly _MiscDirtyCallBack;
  21010. private static readonly _LightsDirtyCallBack;
  21011. private static readonly _AttributeDirtyCallBack;
  21012. private static _FresnelAndMiscDirtyCallBack;
  21013. private static _TextureAndMiscDirtyCallBack;
  21014. private static readonly _DirtyCallbackArray;
  21015. private static readonly _RunDirtyCallBacks;
  21016. /**
  21017. * Marks a define in the material to indicate that it needs to be re-computed
  21018. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21019. */
  21020. markAsDirty(flag: number): void;
  21021. /**
  21022. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21023. * @param func defines a function which checks material defines against the submeshes
  21024. */
  21025. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21026. /**
  21027. * Indicates that we need to re-calculated for all submeshes
  21028. */
  21029. protected _markAllSubMeshesAsAllDirty(): void;
  21030. /**
  21031. * Indicates that image processing needs to be re-calculated for all submeshes
  21032. */
  21033. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21034. /**
  21035. * Indicates that textures need to be re-calculated for all submeshes
  21036. */
  21037. protected _markAllSubMeshesAsTexturesDirty(): void;
  21038. /**
  21039. * Indicates that fresnel needs to be re-calculated for all submeshes
  21040. */
  21041. protected _markAllSubMeshesAsFresnelDirty(): void;
  21042. /**
  21043. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21044. */
  21045. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21046. /**
  21047. * Indicates that lights need to be re-calculated for all submeshes
  21048. */
  21049. protected _markAllSubMeshesAsLightsDirty(): void;
  21050. /**
  21051. * Indicates that attributes need to be re-calculated for all submeshes
  21052. */
  21053. protected _markAllSubMeshesAsAttributesDirty(): void;
  21054. /**
  21055. * Indicates that misc needs to be re-calculated for all submeshes
  21056. */
  21057. protected _markAllSubMeshesAsMiscDirty(): void;
  21058. /**
  21059. * Indicates that textures and misc need to be re-calculated for all submeshes
  21060. */
  21061. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21062. /**
  21063. * Disposes the material
  21064. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21065. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21066. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21067. */
  21068. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21069. /** @hidden */
  21070. private releaseVertexArrayObject;
  21071. /**
  21072. * Serializes this material
  21073. * @returns the serialized material object
  21074. */
  21075. serialize(): any;
  21076. /**
  21077. * Creates a material from parsed material data
  21078. * @param parsedMaterial defines parsed material data
  21079. * @param scene defines the hosting scene
  21080. * @param rootUrl defines the root URL to use to load textures
  21081. * @returns a new material
  21082. */
  21083. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21084. }
  21085. }
  21086. declare module "babylonjs/Materials/multiMaterial" {
  21087. import { Nullable } from "babylonjs/types";
  21088. import { Scene } from "babylonjs/scene";
  21089. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21090. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21091. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21092. import { Material } from "babylonjs/Materials/material";
  21093. /**
  21094. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21095. * separate meshes. This can be use to improve performances.
  21096. * @see http://doc.babylonjs.com/how_to/multi_materials
  21097. */
  21098. export class MultiMaterial extends Material {
  21099. private _subMaterials;
  21100. /**
  21101. * Gets or Sets the list of Materials used within the multi material.
  21102. * They need to be ordered according to the submeshes order in the associated mesh
  21103. */
  21104. subMaterials: Nullable<Material>[];
  21105. /**
  21106. * Function used to align with Node.getChildren()
  21107. * @returns the list of Materials used within the multi material
  21108. */
  21109. getChildren(): Nullable<Material>[];
  21110. /**
  21111. * Instantiates a new Multi Material
  21112. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21113. * separate meshes. This can be use to improve performances.
  21114. * @see http://doc.babylonjs.com/how_to/multi_materials
  21115. * @param name Define the name in the scene
  21116. * @param scene Define the scene the material belongs to
  21117. */
  21118. constructor(name: string, scene: Scene);
  21119. private _hookArray;
  21120. /**
  21121. * Get one of the submaterial by its index in the submaterials array
  21122. * @param index The index to look the sub material at
  21123. * @returns The Material if the index has been defined
  21124. */
  21125. getSubMaterial(index: number): Nullable<Material>;
  21126. /**
  21127. * Get the list of active textures for the whole sub materials list.
  21128. * @returns All the textures that will be used during the rendering
  21129. */
  21130. getActiveTextures(): BaseTexture[];
  21131. /**
  21132. * Gets the current class name of the material e.g. "MultiMaterial"
  21133. * Mainly use in serialization.
  21134. * @returns the class name
  21135. */
  21136. getClassName(): string;
  21137. /**
  21138. * Checks if the material is ready to render the requested sub mesh
  21139. * @param mesh Define the mesh the submesh belongs to
  21140. * @param subMesh Define the sub mesh to look readyness for
  21141. * @param useInstances Define whether or not the material is used with instances
  21142. * @returns true if ready, otherwise false
  21143. */
  21144. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21145. /**
  21146. * Clones the current material and its related sub materials
  21147. * @param name Define the name of the newly cloned material
  21148. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21149. * @returns the cloned material
  21150. */
  21151. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21152. /**
  21153. * Serializes the materials into a JSON representation.
  21154. * @returns the JSON representation
  21155. */
  21156. serialize(): any;
  21157. /**
  21158. * Dispose the material and release its associated resources
  21159. * @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)
  21160. * @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)
  21161. * @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)
  21162. */
  21163. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21164. /**
  21165. * Creates a MultiMaterial from parsed MultiMaterial data.
  21166. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21167. * @param scene defines the hosting scene
  21168. * @returns a new MultiMaterial
  21169. */
  21170. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21171. }
  21172. }
  21173. declare module "babylonjs/Meshes/subMesh" {
  21174. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21175. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21176. import { Engine } from "babylonjs/Engines/engine";
  21177. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21178. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21179. import { Effect } from "babylonjs/Materials/effect";
  21180. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21181. import { Plane } from "babylonjs/Maths/math.plane";
  21182. import { Collider } from "babylonjs/Collisions/collider";
  21183. import { Material } from "babylonjs/Materials/material";
  21184. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21185. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21186. import { Mesh } from "babylonjs/Meshes/mesh";
  21187. import { Ray } from "babylonjs/Culling/ray";
  21188. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21189. /**
  21190. * Base class for submeshes
  21191. */
  21192. export class BaseSubMesh {
  21193. /** @hidden */
  21194. _materialDefines: Nullable<MaterialDefines>;
  21195. /** @hidden */
  21196. _materialEffect: Nullable<Effect>;
  21197. /**
  21198. * Gets associated effect
  21199. */
  21200. readonly effect: Nullable<Effect>;
  21201. /**
  21202. * Sets associated effect (effect used to render this submesh)
  21203. * @param effect defines the effect to associate with
  21204. * @param defines defines the set of defines used to compile this effect
  21205. */
  21206. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21207. }
  21208. /**
  21209. * Defines a subdivision inside a mesh
  21210. */
  21211. export class SubMesh extends BaseSubMesh implements ICullable {
  21212. /** the material index to use */
  21213. materialIndex: number;
  21214. /** vertex index start */
  21215. verticesStart: number;
  21216. /** vertices count */
  21217. verticesCount: number;
  21218. /** index start */
  21219. indexStart: number;
  21220. /** indices count */
  21221. indexCount: number;
  21222. /** @hidden */
  21223. _linesIndexCount: number;
  21224. private _mesh;
  21225. private _renderingMesh;
  21226. private _boundingInfo;
  21227. private _linesIndexBuffer;
  21228. /** @hidden */
  21229. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21230. /** @hidden */
  21231. _trianglePlanes: Plane[];
  21232. /** @hidden */
  21233. _lastColliderTransformMatrix: Nullable<Matrix>;
  21234. /** @hidden */
  21235. _renderId: number;
  21236. /** @hidden */
  21237. _alphaIndex: number;
  21238. /** @hidden */
  21239. _distanceToCamera: number;
  21240. /** @hidden */
  21241. _id: number;
  21242. private _currentMaterial;
  21243. /**
  21244. * Add a new submesh to a mesh
  21245. * @param materialIndex defines the material index to use
  21246. * @param verticesStart defines vertex index start
  21247. * @param verticesCount defines vertices count
  21248. * @param indexStart defines index start
  21249. * @param indexCount defines indices count
  21250. * @param mesh defines the parent mesh
  21251. * @param renderingMesh defines an optional rendering mesh
  21252. * @param createBoundingBox defines if bounding box should be created for this submesh
  21253. * @returns the new submesh
  21254. */
  21255. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21256. /**
  21257. * Creates a new submesh
  21258. * @param materialIndex defines the material index to use
  21259. * @param verticesStart defines vertex index start
  21260. * @param verticesCount defines vertices count
  21261. * @param indexStart defines index start
  21262. * @param indexCount defines indices count
  21263. * @param mesh defines the parent mesh
  21264. * @param renderingMesh defines an optional rendering mesh
  21265. * @param createBoundingBox defines if bounding box should be created for this submesh
  21266. */
  21267. constructor(
  21268. /** the material index to use */
  21269. materialIndex: number,
  21270. /** vertex index start */
  21271. verticesStart: number,
  21272. /** vertices count */
  21273. verticesCount: number,
  21274. /** index start */
  21275. indexStart: number,
  21276. /** indices count */
  21277. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21278. /**
  21279. * Returns true if this submesh covers the entire parent mesh
  21280. * @ignorenaming
  21281. */
  21282. readonly IsGlobal: boolean;
  21283. /**
  21284. * Returns the submesh BoudingInfo object
  21285. * @returns current bounding info (or mesh's one if the submesh is global)
  21286. */
  21287. getBoundingInfo(): BoundingInfo;
  21288. /**
  21289. * Sets the submesh BoundingInfo
  21290. * @param boundingInfo defines the new bounding info to use
  21291. * @returns the SubMesh
  21292. */
  21293. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21294. /**
  21295. * Returns the mesh of the current submesh
  21296. * @return the parent mesh
  21297. */
  21298. getMesh(): AbstractMesh;
  21299. /**
  21300. * Returns the rendering mesh of the submesh
  21301. * @returns the rendering mesh (could be different from parent mesh)
  21302. */
  21303. getRenderingMesh(): Mesh;
  21304. /**
  21305. * Returns the submesh material
  21306. * @returns null or the current material
  21307. */
  21308. getMaterial(): Nullable<Material>;
  21309. /**
  21310. * Sets a new updated BoundingInfo object to the submesh
  21311. * @param data defines an optional position array to use to determine the bounding info
  21312. * @returns the SubMesh
  21313. */
  21314. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21315. /** @hidden */
  21316. _checkCollision(collider: Collider): boolean;
  21317. /**
  21318. * Updates the submesh BoundingInfo
  21319. * @param world defines the world matrix to use to update the bounding info
  21320. * @returns the submesh
  21321. */
  21322. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21323. /**
  21324. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21325. * @param frustumPlanes defines the frustum planes
  21326. * @returns true if the submesh is intersecting with the frustum
  21327. */
  21328. isInFrustum(frustumPlanes: Plane[]): boolean;
  21329. /**
  21330. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21331. * @param frustumPlanes defines the frustum planes
  21332. * @returns true if the submesh is inside the frustum
  21333. */
  21334. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21335. /**
  21336. * Renders the submesh
  21337. * @param enableAlphaMode defines if alpha needs to be used
  21338. * @returns the submesh
  21339. */
  21340. render(enableAlphaMode: boolean): SubMesh;
  21341. /**
  21342. * @hidden
  21343. */
  21344. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21345. /**
  21346. * Checks if the submesh intersects with a ray
  21347. * @param ray defines the ray to test
  21348. * @returns true is the passed ray intersects the submesh bounding box
  21349. */
  21350. canIntersects(ray: Ray): boolean;
  21351. /**
  21352. * Intersects current submesh with a ray
  21353. * @param ray defines the ray to test
  21354. * @param positions defines mesh's positions array
  21355. * @param indices defines mesh's indices array
  21356. * @param fastCheck defines if only bounding info should be used
  21357. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21358. * @returns intersection info or null if no intersection
  21359. */
  21360. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21361. /** @hidden */
  21362. private _intersectLines;
  21363. /** @hidden */
  21364. private _intersectUnIndexedLines;
  21365. /** @hidden */
  21366. private _intersectTriangles;
  21367. /** @hidden */
  21368. private _intersectUnIndexedTriangles;
  21369. /** @hidden */
  21370. _rebuild(): void;
  21371. /**
  21372. * Creates a new submesh from the passed mesh
  21373. * @param newMesh defines the new hosting mesh
  21374. * @param newRenderingMesh defines an optional rendering mesh
  21375. * @returns the new submesh
  21376. */
  21377. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21378. /**
  21379. * Release associated resources
  21380. */
  21381. dispose(): void;
  21382. /**
  21383. * Gets the class name
  21384. * @returns the string "SubMesh".
  21385. */
  21386. getClassName(): string;
  21387. /**
  21388. * Creates a new submesh from indices data
  21389. * @param materialIndex the index of the main mesh material
  21390. * @param startIndex the index where to start the copy in the mesh indices array
  21391. * @param indexCount the number of indices to copy then from the startIndex
  21392. * @param mesh the main mesh to create the submesh from
  21393. * @param renderingMesh the optional rendering mesh
  21394. * @returns a new submesh
  21395. */
  21396. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21397. }
  21398. }
  21399. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21400. /**
  21401. * Class used to represent data loading progression
  21402. */
  21403. export class SceneLoaderFlags {
  21404. private static _ForceFullSceneLoadingForIncremental;
  21405. private static _ShowLoadingScreen;
  21406. private static _CleanBoneMatrixWeights;
  21407. private static _loggingLevel;
  21408. /**
  21409. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21410. */
  21411. static ForceFullSceneLoadingForIncremental: boolean;
  21412. /**
  21413. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21414. */
  21415. static ShowLoadingScreen: boolean;
  21416. /**
  21417. * Defines the current logging level (while loading the scene)
  21418. * @ignorenaming
  21419. */
  21420. static loggingLevel: number;
  21421. /**
  21422. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21423. */
  21424. static CleanBoneMatrixWeights: boolean;
  21425. }
  21426. }
  21427. declare module "babylonjs/Meshes/geometry" {
  21428. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21429. import { Scene } from "babylonjs/scene";
  21430. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21431. import { Engine } from "babylonjs/Engines/engine";
  21432. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21433. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21434. import { Effect } from "babylonjs/Materials/effect";
  21435. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21436. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21437. import { Mesh } from "babylonjs/Meshes/mesh";
  21438. /**
  21439. * Class used to store geometry data (vertex buffers + index buffer)
  21440. */
  21441. export class Geometry implements IGetSetVerticesData {
  21442. /**
  21443. * Gets or sets the ID of the geometry
  21444. */
  21445. id: string;
  21446. /**
  21447. * Gets or sets the unique ID of the geometry
  21448. */
  21449. uniqueId: number;
  21450. /**
  21451. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21452. */
  21453. delayLoadState: number;
  21454. /**
  21455. * Gets the file containing the data to load when running in delay load state
  21456. */
  21457. delayLoadingFile: Nullable<string>;
  21458. /**
  21459. * Callback called when the geometry is updated
  21460. */
  21461. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21462. private _scene;
  21463. private _engine;
  21464. private _meshes;
  21465. private _totalVertices;
  21466. /** @hidden */
  21467. _indices: IndicesArray;
  21468. /** @hidden */
  21469. _vertexBuffers: {
  21470. [key: string]: VertexBuffer;
  21471. };
  21472. private _isDisposed;
  21473. private _extend;
  21474. private _boundingBias;
  21475. /** @hidden */
  21476. _delayInfo: Array<string>;
  21477. private _indexBuffer;
  21478. private _indexBufferIsUpdatable;
  21479. /** @hidden */
  21480. _boundingInfo: Nullable<BoundingInfo>;
  21481. /** @hidden */
  21482. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21483. /** @hidden */
  21484. _softwareSkinningFrameId: number;
  21485. private _vertexArrayObjects;
  21486. private _updatable;
  21487. /** @hidden */
  21488. _positions: Nullable<Vector3[]>;
  21489. /**
  21490. * 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
  21491. */
  21492. /**
  21493. * 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
  21494. */
  21495. boundingBias: Vector2;
  21496. /**
  21497. * Static function used to attach a new empty geometry to a mesh
  21498. * @param mesh defines the mesh to attach the geometry to
  21499. * @returns the new Geometry
  21500. */
  21501. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21502. /**
  21503. * Creates a new geometry
  21504. * @param id defines the unique ID
  21505. * @param scene defines the hosting scene
  21506. * @param vertexData defines the VertexData used to get geometry data
  21507. * @param updatable defines if geometry must be updatable (false by default)
  21508. * @param mesh defines the mesh that will be associated with the geometry
  21509. */
  21510. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21511. /**
  21512. * Gets the current extend of the geometry
  21513. */
  21514. readonly extend: {
  21515. minimum: Vector3;
  21516. maximum: Vector3;
  21517. };
  21518. /**
  21519. * Gets the hosting scene
  21520. * @returns the hosting Scene
  21521. */
  21522. getScene(): Scene;
  21523. /**
  21524. * Gets the hosting engine
  21525. * @returns the hosting Engine
  21526. */
  21527. getEngine(): Engine;
  21528. /**
  21529. * Defines if the geometry is ready to use
  21530. * @returns true if the geometry is ready to be used
  21531. */
  21532. isReady(): boolean;
  21533. /**
  21534. * Gets a value indicating that the geometry should not be serialized
  21535. */
  21536. readonly doNotSerialize: boolean;
  21537. /** @hidden */
  21538. _rebuild(): void;
  21539. /**
  21540. * Affects all geometry data in one call
  21541. * @param vertexData defines the geometry data
  21542. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21543. */
  21544. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21545. /**
  21546. * Set specific vertex data
  21547. * @param kind defines the data kind (Position, normal, etc...)
  21548. * @param data defines the vertex data to use
  21549. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21550. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21551. */
  21552. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21553. /**
  21554. * Removes a specific vertex data
  21555. * @param kind defines the data kind (Position, normal, etc...)
  21556. */
  21557. removeVerticesData(kind: string): void;
  21558. /**
  21559. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21560. * @param buffer defines the vertex buffer to use
  21561. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21562. */
  21563. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21564. /**
  21565. * Update a specific vertex buffer
  21566. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21567. * It will do nothing if the buffer is not updatable
  21568. * @param kind defines the data kind (Position, normal, etc...)
  21569. * @param data defines the data to use
  21570. * @param offset defines the offset in the target buffer where to store the data
  21571. * @param useBytes set to true if the offset is in bytes
  21572. */
  21573. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21574. /**
  21575. * Update a specific vertex buffer
  21576. * This function will create a new buffer if the current one is not updatable
  21577. * @param kind defines the data kind (Position, normal, etc...)
  21578. * @param data defines the data to use
  21579. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21580. */
  21581. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21582. private _updateBoundingInfo;
  21583. /** @hidden */
  21584. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21585. /**
  21586. * Gets total number of vertices
  21587. * @returns the total number of vertices
  21588. */
  21589. getTotalVertices(): number;
  21590. /**
  21591. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21592. * @param kind defines the data kind (Position, normal, etc...)
  21593. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21594. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21595. * @returns a float array containing vertex data
  21596. */
  21597. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21598. /**
  21599. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21600. * @param kind defines the data kind (Position, normal, etc...)
  21601. * @returns true if the vertex buffer with the specified kind is updatable
  21602. */
  21603. isVertexBufferUpdatable(kind: string): boolean;
  21604. /**
  21605. * Gets a specific vertex buffer
  21606. * @param kind defines the data kind (Position, normal, etc...)
  21607. * @returns a VertexBuffer
  21608. */
  21609. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21610. /**
  21611. * Returns all vertex buffers
  21612. * @return an object holding all vertex buffers indexed by kind
  21613. */
  21614. getVertexBuffers(): Nullable<{
  21615. [key: string]: VertexBuffer;
  21616. }>;
  21617. /**
  21618. * Gets a boolean indicating if specific vertex buffer is present
  21619. * @param kind defines the data kind (Position, normal, etc...)
  21620. * @returns true if data is present
  21621. */
  21622. isVerticesDataPresent(kind: string): boolean;
  21623. /**
  21624. * Gets a list of all attached data kinds (Position, normal, etc...)
  21625. * @returns a list of string containing all kinds
  21626. */
  21627. getVerticesDataKinds(): string[];
  21628. /**
  21629. * Update index buffer
  21630. * @param indices defines the indices to store in the index buffer
  21631. * @param offset defines the offset in the target buffer where to store the data
  21632. * @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)
  21633. */
  21634. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21635. /**
  21636. * Creates a new index buffer
  21637. * @param indices defines the indices to store in the index buffer
  21638. * @param totalVertices defines the total number of vertices (could be null)
  21639. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21640. */
  21641. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21642. /**
  21643. * Return the total number of indices
  21644. * @returns the total number of indices
  21645. */
  21646. getTotalIndices(): number;
  21647. /**
  21648. * Gets the index buffer array
  21649. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21650. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21651. * @returns the index buffer array
  21652. */
  21653. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21654. /**
  21655. * Gets the index buffer
  21656. * @return the index buffer
  21657. */
  21658. getIndexBuffer(): Nullable<DataBuffer>;
  21659. /** @hidden */
  21660. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21661. /**
  21662. * Release the associated resources for a specific mesh
  21663. * @param mesh defines the source mesh
  21664. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21665. */
  21666. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21667. /**
  21668. * Apply current geometry to a given mesh
  21669. * @param mesh defines the mesh to apply geometry to
  21670. */
  21671. applyToMesh(mesh: Mesh): void;
  21672. private _updateExtend;
  21673. private _applyToMesh;
  21674. private notifyUpdate;
  21675. /**
  21676. * Load the geometry if it was flagged as delay loaded
  21677. * @param scene defines the hosting scene
  21678. * @param onLoaded defines a callback called when the geometry is loaded
  21679. */
  21680. load(scene: Scene, onLoaded?: () => void): void;
  21681. private _queueLoad;
  21682. /**
  21683. * Invert the geometry to move from a right handed system to a left handed one.
  21684. */
  21685. toLeftHanded(): void;
  21686. /** @hidden */
  21687. _resetPointsArrayCache(): void;
  21688. /** @hidden */
  21689. _generatePointsArray(): boolean;
  21690. /**
  21691. * Gets a value indicating if the geometry is disposed
  21692. * @returns true if the geometry was disposed
  21693. */
  21694. isDisposed(): boolean;
  21695. private _disposeVertexArrayObjects;
  21696. /**
  21697. * Free all associated resources
  21698. */
  21699. dispose(): void;
  21700. /**
  21701. * Clone the current geometry into a new geometry
  21702. * @param id defines the unique ID of the new geometry
  21703. * @returns a new geometry object
  21704. */
  21705. copy(id: string): Geometry;
  21706. /**
  21707. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21708. * @return a JSON representation of the current geometry data (without the vertices data)
  21709. */
  21710. serialize(): any;
  21711. private toNumberArray;
  21712. /**
  21713. * Serialize all vertices data into a JSON oject
  21714. * @returns a JSON representation of the current geometry data
  21715. */
  21716. serializeVerticeData(): any;
  21717. /**
  21718. * Extracts a clone of a mesh geometry
  21719. * @param mesh defines the source mesh
  21720. * @param id defines the unique ID of the new geometry object
  21721. * @returns the new geometry object
  21722. */
  21723. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21724. /**
  21725. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21726. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21727. * Be aware Math.random() could cause collisions, but:
  21728. * "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"
  21729. * @returns a string containing a new GUID
  21730. */
  21731. static RandomId(): string;
  21732. /** @hidden */
  21733. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21734. private static _CleanMatricesWeights;
  21735. /**
  21736. * Create a new geometry from persisted data (Using .babylon file format)
  21737. * @param parsedVertexData defines the persisted data
  21738. * @param scene defines the hosting scene
  21739. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21740. * @returns the new geometry object
  21741. */
  21742. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21743. }
  21744. }
  21745. declare module "babylonjs/Meshes/mesh.vertexData" {
  21746. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21747. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21748. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21749. import { Geometry } from "babylonjs/Meshes/geometry";
  21750. import { Mesh } from "babylonjs/Meshes/mesh";
  21751. /**
  21752. * Define an interface for all classes that will get and set the data on vertices
  21753. */
  21754. export interface IGetSetVerticesData {
  21755. /**
  21756. * Gets a boolean indicating if specific vertex data is present
  21757. * @param kind defines the vertex data kind to use
  21758. * @returns true is data kind is present
  21759. */
  21760. isVerticesDataPresent(kind: string): boolean;
  21761. /**
  21762. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21763. * @param kind defines the data kind (Position, normal, etc...)
  21764. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21765. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21766. * @returns a float array containing vertex data
  21767. */
  21768. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21769. /**
  21770. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21771. * @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.
  21772. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21773. * @returns the indices array or an empty array if the mesh has no geometry
  21774. */
  21775. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21776. /**
  21777. * Set specific vertex data
  21778. * @param kind defines the data kind (Position, normal, etc...)
  21779. * @param data defines the vertex data to use
  21780. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21781. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21782. */
  21783. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21784. /**
  21785. * Update a specific associated vertex buffer
  21786. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21787. * - VertexBuffer.PositionKind
  21788. * - VertexBuffer.UVKind
  21789. * - VertexBuffer.UV2Kind
  21790. * - VertexBuffer.UV3Kind
  21791. * - VertexBuffer.UV4Kind
  21792. * - VertexBuffer.UV5Kind
  21793. * - VertexBuffer.UV6Kind
  21794. * - VertexBuffer.ColorKind
  21795. * - VertexBuffer.MatricesIndicesKind
  21796. * - VertexBuffer.MatricesIndicesExtraKind
  21797. * - VertexBuffer.MatricesWeightsKind
  21798. * - VertexBuffer.MatricesWeightsExtraKind
  21799. * @param data defines the data source
  21800. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21801. * @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)
  21802. */
  21803. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21804. /**
  21805. * Creates a new index buffer
  21806. * @param indices defines the indices to store in the index buffer
  21807. * @param totalVertices defines the total number of vertices (could be null)
  21808. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21809. */
  21810. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21811. }
  21812. /**
  21813. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21814. */
  21815. export class VertexData {
  21816. /**
  21817. * Mesh side orientation : usually the external or front surface
  21818. */
  21819. static readonly FRONTSIDE: number;
  21820. /**
  21821. * Mesh side orientation : usually the internal or back surface
  21822. */
  21823. static readonly BACKSIDE: number;
  21824. /**
  21825. * Mesh side orientation : both internal and external or front and back surfaces
  21826. */
  21827. static readonly DOUBLESIDE: number;
  21828. /**
  21829. * Mesh side orientation : by default, `FRONTSIDE`
  21830. */
  21831. static readonly DEFAULTSIDE: number;
  21832. /**
  21833. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21834. */
  21835. positions: Nullable<FloatArray>;
  21836. /**
  21837. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21838. */
  21839. normals: Nullable<FloatArray>;
  21840. /**
  21841. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21842. */
  21843. tangents: Nullable<FloatArray>;
  21844. /**
  21845. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21846. */
  21847. uvs: Nullable<FloatArray>;
  21848. /**
  21849. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21850. */
  21851. uvs2: Nullable<FloatArray>;
  21852. /**
  21853. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21854. */
  21855. uvs3: Nullable<FloatArray>;
  21856. /**
  21857. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21858. */
  21859. uvs4: Nullable<FloatArray>;
  21860. /**
  21861. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21862. */
  21863. uvs5: Nullable<FloatArray>;
  21864. /**
  21865. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21866. */
  21867. uvs6: Nullable<FloatArray>;
  21868. /**
  21869. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21870. */
  21871. colors: Nullable<FloatArray>;
  21872. /**
  21873. * 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).
  21874. */
  21875. matricesIndices: Nullable<FloatArray>;
  21876. /**
  21877. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21878. */
  21879. matricesWeights: Nullable<FloatArray>;
  21880. /**
  21881. * An array extending the number of possible indices
  21882. */
  21883. matricesIndicesExtra: Nullable<FloatArray>;
  21884. /**
  21885. * An array extending the number of possible weights when the number of indices is extended
  21886. */
  21887. matricesWeightsExtra: Nullable<FloatArray>;
  21888. /**
  21889. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21890. */
  21891. indices: Nullable<IndicesArray>;
  21892. /**
  21893. * Uses the passed data array to set the set the values for the specified kind of data
  21894. * @param data a linear array of floating numbers
  21895. * @param kind the type of data that is being set, eg positions, colors etc
  21896. */
  21897. set(data: FloatArray, kind: string): void;
  21898. /**
  21899. * Associates the vertexData to the passed Mesh.
  21900. * Sets it as updatable or not (default `false`)
  21901. * @param mesh the mesh the vertexData is applied to
  21902. * @param updatable when used and having the value true allows new data to update the vertexData
  21903. * @returns the VertexData
  21904. */
  21905. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21906. /**
  21907. * Associates the vertexData to the passed Geometry.
  21908. * Sets it as updatable or not (default `false`)
  21909. * @param geometry the geometry the vertexData is applied to
  21910. * @param updatable when used and having the value true allows new data to update the vertexData
  21911. * @returns VertexData
  21912. */
  21913. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21914. /**
  21915. * Updates the associated mesh
  21916. * @param mesh the mesh to be updated
  21917. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21918. * @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
  21919. * @returns VertexData
  21920. */
  21921. updateMesh(mesh: Mesh): VertexData;
  21922. /**
  21923. * Updates the associated geometry
  21924. * @param geometry the geometry to be updated
  21925. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21926. * @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
  21927. * @returns VertexData.
  21928. */
  21929. updateGeometry(geometry: Geometry): VertexData;
  21930. private _applyTo;
  21931. private _update;
  21932. /**
  21933. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21934. * @param matrix the transforming matrix
  21935. * @returns the VertexData
  21936. */
  21937. transform(matrix: Matrix): VertexData;
  21938. /**
  21939. * Merges the passed VertexData into the current one
  21940. * @param other the VertexData to be merged into the current one
  21941. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21942. * @returns the modified VertexData
  21943. */
  21944. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21945. private _mergeElement;
  21946. private _validate;
  21947. /**
  21948. * Serializes the VertexData
  21949. * @returns a serialized object
  21950. */
  21951. serialize(): any;
  21952. /**
  21953. * Extracts the vertexData from a mesh
  21954. * @param mesh the mesh from which to extract the VertexData
  21955. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21956. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21957. * @returns the object VertexData associated to the passed mesh
  21958. */
  21959. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21960. /**
  21961. * Extracts the vertexData from the geometry
  21962. * @param geometry the geometry from which to extract the VertexData
  21963. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21964. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21965. * @returns the object VertexData associated to the passed mesh
  21966. */
  21967. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21968. private static _ExtractFrom;
  21969. /**
  21970. * Creates the VertexData for a Ribbon
  21971. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21972. * * pathArray array of paths, each of which an array of successive Vector3
  21973. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21974. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21975. * * 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
  21976. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21977. * * 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)
  21978. * * 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)
  21979. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21980. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21981. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21982. * @returns the VertexData of the ribbon
  21983. */
  21984. static CreateRibbon(options: {
  21985. pathArray: Vector3[][];
  21986. closeArray?: boolean;
  21987. closePath?: boolean;
  21988. offset?: number;
  21989. sideOrientation?: number;
  21990. frontUVs?: Vector4;
  21991. backUVs?: Vector4;
  21992. invertUV?: boolean;
  21993. uvs?: Vector2[];
  21994. colors?: Color4[];
  21995. }): VertexData;
  21996. /**
  21997. * Creates the VertexData for a box
  21998. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21999. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22000. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22001. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22002. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22003. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22004. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22005. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22006. * * 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)
  22007. * * 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)
  22008. * @returns the VertexData of the box
  22009. */
  22010. static CreateBox(options: {
  22011. size?: number;
  22012. width?: number;
  22013. height?: number;
  22014. depth?: number;
  22015. faceUV?: Vector4[];
  22016. faceColors?: Color4[];
  22017. sideOrientation?: number;
  22018. frontUVs?: Vector4;
  22019. backUVs?: Vector4;
  22020. }): VertexData;
  22021. /**
  22022. * Creates the VertexData for a tiled box
  22023. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22024. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22025. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22026. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22027. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22028. * @returns the VertexData of the box
  22029. */
  22030. static CreateTiledBox(options: {
  22031. pattern?: number;
  22032. width?: number;
  22033. height?: number;
  22034. depth?: number;
  22035. tileSize?: number;
  22036. tileWidth?: number;
  22037. tileHeight?: number;
  22038. alignHorizontal?: number;
  22039. alignVertical?: number;
  22040. faceUV?: Vector4[];
  22041. faceColors?: Color4[];
  22042. sideOrientation?: number;
  22043. }): VertexData;
  22044. /**
  22045. * Creates the VertexData for a tiled plane
  22046. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22047. * * pattern a limited pattern arrangement depending on the number
  22048. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22049. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22050. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22051. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22052. * * 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)
  22053. * * 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)
  22054. * @returns the VertexData of the tiled plane
  22055. */
  22056. static CreateTiledPlane(options: {
  22057. pattern?: number;
  22058. tileSize?: number;
  22059. tileWidth?: number;
  22060. tileHeight?: number;
  22061. size?: number;
  22062. width?: number;
  22063. height?: number;
  22064. alignHorizontal?: number;
  22065. alignVertical?: number;
  22066. sideOrientation?: number;
  22067. frontUVs?: Vector4;
  22068. backUVs?: Vector4;
  22069. }): VertexData;
  22070. /**
  22071. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22072. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22073. * * segments sets the number of horizontal strips optional, default 32
  22074. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22075. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22076. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22077. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22078. * * 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
  22079. * * 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
  22080. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22081. * * 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)
  22082. * * 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)
  22083. * @returns the VertexData of the ellipsoid
  22084. */
  22085. static CreateSphere(options: {
  22086. segments?: number;
  22087. diameter?: number;
  22088. diameterX?: number;
  22089. diameterY?: number;
  22090. diameterZ?: number;
  22091. arc?: number;
  22092. slice?: number;
  22093. sideOrientation?: number;
  22094. frontUVs?: Vector4;
  22095. backUVs?: Vector4;
  22096. }): VertexData;
  22097. /**
  22098. * Creates the VertexData for a cylinder, cone or prism
  22099. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22100. * * height sets the height (y direction) of the cylinder, optional, default 2
  22101. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22102. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22103. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22104. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22105. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22106. * * 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
  22107. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22108. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22109. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22110. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22111. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22112. * * 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)
  22113. * * 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)
  22114. * @returns the VertexData of the cylinder, cone or prism
  22115. */
  22116. static CreateCylinder(options: {
  22117. height?: number;
  22118. diameterTop?: number;
  22119. diameterBottom?: number;
  22120. diameter?: number;
  22121. tessellation?: number;
  22122. subdivisions?: number;
  22123. arc?: number;
  22124. faceColors?: Color4[];
  22125. faceUV?: Vector4[];
  22126. hasRings?: boolean;
  22127. enclose?: boolean;
  22128. sideOrientation?: number;
  22129. frontUVs?: Vector4;
  22130. backUVs?: Vector4;
  22131. }): VertexData;
  22132. /**
  22133. * Creates the VertexData for a torus
  22134. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22135. * * diameter the diameter of the torus, optional default 1
  22136. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22137. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22138. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22139. * * 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)
  22140. * * 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)
  22141. * @returns the VertexData of the torus
  22142. */
  22143. static CreateTorus(options: {
  22144. diameter?: number;
  22145. thickness?: number;
  22146. tessellation?: number;
  22147. sideOrientation?: number;
  22148. frontUVs?: Vector4;
  22149. backUVs?: Vector4;
  22150. }): VertexData;
  22151. /**
  22152. * Creates the VertexData of the LineSystem
  22153. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22154. * - lines an array of lines, each line being an array of successive Vector3
  22155. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22156. * @returns the VertexData of the LineSystem
  22157. */
  22158. static CreateLineSystem(options: {
  22159. lines: Vector3[][];
  22160. colors?: Nullable<Color4[][]>;
  22161. }): VertexData;
  22162. /**
  22163. * Create the VertexData for a DashedLines
  22164. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22165. * - points an array successive Vector3
  22166. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22167. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22168. * - dashNb the intended total number of dashes, optional, default 200
  22169. * @returns the VertexData for the DashedLines
  22170. */
  22171. static CreateDashedLines(options: {
  22172. points: Vector3[];
  22173. dashSize?: number;
  22174. gapSize?: number;
  22175. dashNb?: number;
  22176. }): VertexData;
  22177. /**
  22178. * Creates the VertexData for a Ground
  22179. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22180. * - width the width (x direction) of the ground, optional, default 1
  22181. * - height the height (z direction) of the ground, optional, default 1
  22182. * - subdivisions the number of subdivisions per side, optional, default 1
  22183. * @returns the VertexData of the Ground
  22184. */
  22185. static CreateGround(options: {
  22186. width?: number;
  22187. height?: number;
  22188. subdivisions?: number;
  22189. subdivisionsX?: number;
  22190. subdivisionsY?: number;
  22191. }): VertexData;
  22192. /**
  22193. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22194. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22195. * * xmin the ground minimum X coordinate, optional, default -1
  22196. * * zmin the ground minimum Z coordinate, optional, default -1
  22197. * * xmax the ground maximum X coordinate, optional, default 1
  22198. * * zmax the ground maximum Z coordinate, optional, default 1
  22199. * * 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}
  22200. * * 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}
  22201. * @returns the VertexData of the TiledGround
  22202. */
  22203. static CreateTiledGround(options: {
  22204. xmin: number;
  22205. zmin: number;
  22206. xmax: number;
  22207. zmax: number;
  22208. subdivisions?: {
  22209. w: number;
  22210. h: number;
  22211. };
  22212. precision?: {
  22213. w: number;
  22214. h: number;
  22215. };
  22216. }): VertexData;
  22217. /**
  22218. * Creates the VertexData of the Ground designed from a heightmap
  22219. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22220. * * width the width (x direction) of the ground
  22221. * * height the height (z direction) of the ground
  22222. * * subdivisions the number of subdivisions per side
  22223. * * minHeight the minimum altitude on the ground, optional, default 0
  22224. * * maxHeight the maximum altitude on the ground, optional default 1
  22225. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22226. * * buffer the array holding the image color data
  22227. * * bufferWidth the width of image
  22228. * * bufferHeight the height of image
  22229. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22230. * @returns the VertexData of the Ground designed from a heightmap
  22231. */
  22232. static CreateGroundFromHeightMap(options: {
  22233. width: number;
  22234. height: number;
  22235. subdivisions: number;
  22236. minHeight: number;
  22237. maxHeight: number;
  22238. colorFilter: Color3;
  22239. buffer: Uint8Array;
  22240. bufferWidth: number;
  22241. bufferHeight: number;
  22242. alphaFilter: number;
  22243. }): VertexData;
  22244. /**
  22245. * Creates the VertexData for a Plane
  22246. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22247. * * size sets the width and height of the plane to the value of size, optional default 1
  22248. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22249. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22250. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22251. * * 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)
  22252. * * 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)
  22253. * @returns the VertexData of the box
  22254. */
  22255. static CreatePlane(options: {
  22256. size?: number;
  22257. width?: number;
  22258. height?: number;
  22259. sideOrientation?: number;
  22260. frontUVs?: Vector4;
  22261. backUVs?: Vector4;
  22262. }): VertexData;
  22263. /**
  22264. * Creates the VertexData of the Disc or regular Polygon
  22265. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22266. * * radius the radius of the disc, optional default 0.5
  22267. * * tessellation the number of polygon sides, optional, default 64
  22268. * * 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
  22269. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22270. * * 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)
  22271. * * 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)
  22272. * @returns the VertexData of the box
  22273. */
  22274. static CreateDisc(options: {
  22275. radius?: number;
  22276. tessellation?: number;
  22277. arc?: number;
  22278. sideOrientation?: number;
  22279. frontUVs?: Vector4;
  22280. backUVs?: Vector4;
  22281. }): VertexData;
  22282. /**
  22283. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22284. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22285. * @param polygon a mesh built from polygonTriangulation.build()
  22286. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22287. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22288. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22289. * @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)
  22290. * @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)
  22291. * @returns the VertexData of the Polygon
  22292. */
  22293. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22294. /**
  22295. * Creates the VertexData of the IcoSphere
  22296. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22297. * * radius the radius of the IcoSphere, optional default 1
  22298. * * radiusX allows stretching in the x direction, optional, default radius
  22299. * * radiusY allows stretching in the y direction, optional, default radius
  22300. * * radiusZ allows stretching in the z direction, optional, default radius
  22301. * * flat when true creates a flat shaded mesh, optional, default true
  22302. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22303. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22304. * * 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)
  22305. * * 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)
  22306. * @returns the VertexData of the IcoSphere
  22307. */
  22308. static CreateIcoSphere(options: {
  22309. radius?: number;
  22310. radiusX?: number;
  22311. radiusY?: number;
  22312. radiusZ?: number;
  22313. flat?: boolean;
  22314. subdivisions?: number;
  22315. sideOrientation?: number;
  22316. frontUVs?: Vector4;
  22317. backUVs?: Vector4;
  22318. }): VertexData;
  22319. /**
  22320. * Creates the VertexData for a Polyhedron
  22321. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22322. * * type provided types are:
  22323. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22324. * * 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)
  22325. * * size the size of the IcoSphere, optional default 1
  22326. * * sizeX allows stretching in the x direction, optional, default size
  22327. * * sizeY allows stretching in the y direction, optional, default size
  22328. * * sizeZ allows stretching in the z direction, optional, default size
  22329. * * 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
  22330. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22331. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22332. * * flat when true creates a flat shaded mesh, optional, default true
  22333. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22334. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22335. * * 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)
  22336. * * 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)
  22337. * @returns the VertexData of the Polyhedron
  22338. */
  22339. static CreatePolyhedron(options: {
  22340. type?: number;
  22341. size?: number;
  22342. sizeX?: number;
  22343. sizeY?: number;
  22344. sizeZ?: number;
  22345. custom?: any;
  22346. faceUV?: Vector4[];
  22347. faceColors?: Color4[];
  22348. flat?: boolean;
  22349. sideOrientation?: number;
  22350. frontUVs?: Vector4;
  22351. backUVs?: Vector4;
  22352. }): VertexData;
  22353. /**
  22354. * Creates the VertexData for a TorusKnot
  22355. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22356. * * radius the radius of the torus knot, optional, default 2
  22357. * * tube the thickness of the tube, optional, default 0.5
  22358. * * radialSegments the number of sides on each tube segments, optional, default 32
  22359. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22360. * * p the number of windings around the z axis, optional, default 2
  22361. * * q the number of windings around the x axis, optional, default 3
  22362. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22363. * * 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)
  22364. * * 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)
  22365. * @returns the VertexData of the Torus Knot
  22366. */
  22367. static CreateTorusKnot(options: {
  22368. radius?: number;
  22369. tube?: number;
  22370. radialSegments?: number;
  22371. tubularSegments?: number;
  22372. p?: number;
  22373. q?: number;
  22374. sideOrientation?: number;
  22375. frontUVs?: Vector4;
  22376. backUVs?: Vector4;
  22377. }): VertexData;
  22378. /**
  22379. * Compute normals for given positions and indices
  22380. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22381. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22382. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22383. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22384. * * facetNormals : optional array of facet normals (vector3)
  22385. * * facetPositions : optional array of facet positions (vector3)
  22386. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22387. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22388. * * bInfo : optional bounding info, required for facetPartitioning computation
  22389. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22390. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22391. * * useRightHandedSystem: optional boolean to for right handed system computation
  22392. * * depthSort : optional boolean to enable the facet depth sort computation
  22393. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22394. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22395. */
  22396. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22397. facetNormals?: any;
  22398. facetPositions?: any;
  22399. facetPartitioning?: any;
  22400. ratio?: number;
  22401. bInfo?: any;
  22402. bbSize?: Vector3;
  22403. subDiv?: any;
  22404. useRightHandedSystem?: boolean;
  22405. depthSort?: boolean;
  22406. distanceTo?: Vector3;
  22407. depthSortedFacets?: any;
  22408. }): void;
  22409. /** @hidden */
  22410. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22411. /**
  22412. * Applies VertexData created from the imported parameters to the geometry
  22413. * @param parsedVertexData the parsed data from an imported file
  22414. * @param geometry the geometry to apply the VertexData to
  22415. */
  22416. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22417. }
  22418. }
  22419. declare module "babylonjs/Morph/morphTarget" {
  22420. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22421. import { Observable } from "babylonjs/Misc/observable";
  22422. import { Nullable, FloatArray } from "babylonjs/types";
  22423. import { Scene } from "babylonjs/scene";
  22424. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22425. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22426. /**
  22427. * Defines a target to use with MorphTargetManager
  22428. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22429. */
  22430. export class MorphTarget implements IAnimatable {
  22431. /** defines the name of the target */
  22432. name: string;
  22433. /**
  22434. * Gets or sets the list of animations
  22435. */
  22436. animations: import("babylonjs/Animations/animation").Animation[];
  22437. private _scene;
  22438. private _positions;
  22439. private _normals;
  22440. private _tangents;
  22441. private _uvs;
  22442. private _influence;
  22443. /**
  22444. * Observable raised when the influence changes
  22445. */
  22446. onInfluenceChanged: Observable<boolean>;
  22447. /** @hidden */
  22448. _onDataLayoutChanged: Observable<void>;
  22449. /**
  22450. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22451. */
  22452. influence: number;
  22453. /**
  22454. * Gets or sets the id of the morph Target
  22455. */
  22456. id: string;
  22457. private _animationPropertiesOverride;
  22458. /**
  22459. * Gets or sets the animation properties override
  22460. */
  22461. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22462. /**
  22463. * Creates a new MorphTarget
  22464. * @param name defines the name of the target
  22465. * @param influence defines the influence to use
  22466. * @param scene defines the scene the morphtarget belongs to
  22467. */
  22468. constructor(
  22469. /** defines the name of the target */
  22470. name: string, influence?: number, scene?: Nullable<Scene>);
  22471. /**
  22472. * Gets a boolean defining if the target contains position data
  22473. */
  22474. readonly hasPositions: boolean;
  22475. /**
  22476. * Gets a boolean defining if the target contains normal data
  22477. */
  22478. readonly hasNormals: boolean;
  22479. /**
  22480. * Gets a boolean defining if the target contains tangent data
  22481. */
  22482. readonly hasTangents: boolean;
  22483. /**
  22484. * Gets a boolean defining if the target contains texture coordinates data
  22485. */
  22486. readonly hasUVs: boolean;
  22487. /**
  22488. * Affects position data to this target
  22489. * @param data defines the position data to use
  22490. */
  22491. setPositions(data: Nullable<FloatArray>): void;
  22492. /**
  22493. * Gets the position data stored in this target
  22494. * @returns a FloatArray containing the position data (or null if not present)
  22495. */
  22496. getPositions(): Nullable<FloatArray>;
  22497. /**
  22498. * Affects normal data to this target
  22499. * @param data defines the normal data to use
  22500. */
  22501. setNormals(data: Nullable<FloatArray>): void;
  22502. /**
  22503. * Gets the normal data stored in this target
  22504. * @returns a FloatArray containing the normal data (or null if not present)
  22505. */
  22506. getNormals(): Nullable<FloatArray>;
  22507. /**
  22508. * Affects tangent data to this target
  22509. * @param data defines the tangent data to use
  22510. */
  22511. setTangents(data: Nullable<FloatArray>): void;
  22512. /**
  22513. * Gets the tangent data stored in this target
  22514. * @returns a FloatArray containing the tangent data (or null if not present)
  22515. */
  22516. getTangents(): Nullable<FloatArray>;
  22517. /**
  22518. * Affects texture coordinates data to this target
  22519. * @param data defines the texture coordinates data to use
  22520. */
  22521. setUVs(data: Nullable<FloatArray>): void;
  22522. /**
  22523. * Gets the texture coordinates data stored in this target
  22524. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22525. */
  22526. getUVs(): Nullable<FloatArray>;
  22527. /**
  22528. * Serializes the current target into a Serialization object
  22529. * @returns the serialized object
  22530. */
  22531. serialize(): any;
  22532. /**
  22533. * Returns the string "MorphTarget"
  22534. * @returns "MorphTarget"
  22535. */
  22536. getClassName(): string;
  22537. /**
  22538. * Creates a new target from serialized data
  22539. * @param serializationObject defines the serialized data to use
  22540. * @returns a new MorphTarget
  22541. */
  22542. static Parse(serializationObject: any): MorphTarget;
  22543. /**
  22544. * Creates a MorphTarget from mesh data
  22545. * @param mesh defines the source mesh
  22546. * @param name defines the name to use for the new target
  22547. * @param influence defines the influence to attach to the target
  22548. * @returns a new MorphTarget
  22549. */
  22550. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22551. }
  22552. }
  22553. declare module "babylonjs/Morph/morphTargetManager" {
  22554. import { Nullable } from "babylonjs/types";
  22555. import { Scene } from "babylonjs/scene";
  22556. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22557. /**
  22558. * This class is used to deform meshes using morphing between different targets
  22559. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22560. */
  22561. export class MorphTargetManager {
  22562. private _targets;
  22563. private _targetInfluenceChangedObservers;
  22564. private _targetDataLayoutChangedObservers;
  22565. private _activeTargets;
  22566. private _scene;
  22567. private _influences;
  22568. private _supportsNormals;
  22569. private _supportsTangents;
  22570. private _supportsUVs;
  22571. private _vertexCount;
  22572. private _uniqueId;
  22573. private _tempInfluences;
  22574. /**
  22575. * Gets or sets a boolean indicating if normals must be morphed
  22576. */
  22577. enableNormalMorphing: boolean;
  22578. /**
  22579. * Gets or sets a boolean indicating if tangents must be morphed
  22580. */
  22581. enableTangentMorphing: boolean;
  22582. /**
  22583. * Gets or sets a boolean indicating if UV must be morphed
  22584. */
  22585. enableUVMorphing: boolean;
  22586. /**
  22587. * Creates a new MorphTargetManager
  22588. * @param scene defines the current scene
  22589. */
  22590. constructor(scene?: Nullable<Scene>);
  22591. /**
  22592. * Gets the unique ID of this manager
  22593. */
  22594. readonly uniqueId: number;
  22595. /**
  22596. * Gets the number of vertices handled by this manager
  22597. */
  22598. readonly vertexCount: number;
  22599. /**
  22600. * Gets a boolean indicating if this manager supports morphing of normals
  22601. */
  22602. readonly supportsNormals: boolean;
  22603. /**
  22604. * Gets a boolean indicating if this manager supports morphing of tangents
  22605. */
  22606. readonly supportsTangents: boolean;
  22607. /**
  22608. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22609. */
  22610. readonly supportsUVs: boolean;
  22611. /**
  22612. * Gets the number of targets stored in this manager
  22613. */
  22614. readonly numTargets: number;
  22615. /**
  22616. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22617. */
  22618. readonly numInfluencers: number;
  22619. /**
  22620. * Gets the list of influences (one per target)
  22621. */
  22622. readonly influences: Float32Array;
  22623. /**
  22624. * Gets the active target at specified index. An active target is a target with an influence > 0
  22625. * @param index defines the index to check
  22626. * @returns the requested target
  22627. */
  22628. getActiveTarget(index: number): MorphTarget;
  22629. /**
  22630. * Gets the target at specified index
  22631. * @param index defines the index to check
  22632. * @returns the requested target
  22633. */
  22634. getTarget(index: number): MorphTarget;
  22635. /**
  22636. * Add a new target to this manager
  22637. * @param target defines the target to add
  22638. */
  22639. addTarget(target: MorphTarget): void;
  22640. /**
  22641. * Removes a target from the manager
  22642. * @param target defines the target to remove
  22643. */
  22644. removeTarget(target: MorphTarget): void;
  22645. /**
  22646. * Serializes the current manager into a Serialization object
  22647. * @returns the serialized object
  22648. */
  22649. serialize(): any;
  22650. private _syncActiveTargets;
  22651. /**
  22652. * Syncrhonize the targets with all the meshes using this morph target manager
  22653. */
  22654. synchronize(): void;
  22655. /**
  22656. * Creates a new MorphTargetManager from serialized data
  22657. * @param serializationObject defines the serialized data
  22658. * @param scene defines the hosting scene
  22659. * @returns the new MorphTargetManager
  22660. */
  22661. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22662. }
  22663. }
  22664. declare module "babylonjs/Meshes/meshLODLevel" {
  22665. import { Mesh } from "babylonjs/Meshes/mesh";
  22666. import { Nullable } from "babylonjs/types";
  22667. /**
  22668. * Class used to represent a specific level of detail of a mesh
  22669. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22670. */
  22671. export class MeshLODLevel {
  22672. /** Defines the distance where this level should start being displayed */
  22673. distance: number;
  22674. /** Defines the mesh to use to render this level */
  22675. mesh: Nullable<Mesh>;
  22676. /**
  22677. * Creates a new LOD level
  22678. * @param distance defines the distance where this level should star being displayed
  22679. * @param mesh defines the mesh to use to render this level
  22680. */
  22681. constructor(
  22682. /** Defines the distance where this level should start being displayed */
  22683. distance: number,
  22684. /** Defines the mesh to use to render this level */
  22685. mesh: Nullable<Mesh>);
  22686. }
  22687. }
  22688. declare module "babylonjs/Meshes/groundMesh" {
  22689. import { Scene } from "babylonjs/scene";
  22690. import { Vector3 } from "babylonjs/Maths/math.vector";
  22691. import { Mesh } from "babylonjs/Meshes/mesh";
  22692. /**
  22693. * Mesh representing the gorund
  22694. */
  22695. export class GroundMesh extends Mesh {
  22696. /** If octree should be generated */
  22697. generateOctree: boolean;
  22698. private _heightQuads;
  22699. /** @hidden */
  22700. _subdivisionsX: number;
  22701. /** @hidden */
  22702. _subdivisionsY: number;
  22703. /** @hidden */
  22704. _width: number;
  22705. /** @hidden */
  22706. _height: number;
  22707. /** @hidden */
  22708. _minX: number;
  22709. /** @hidden */
  22710. _maxX: number;
  22711. /** @hidden */
  22712. _minZ: number;
  22713. /** @hidden */
  22714. _maxZ: number;
  22715. constructor(name: string, scene: Scene);
  22716. /**
  22717. * "GroundMesh"
  22718. * @returns "GroundMesh"
  22719. */
  22720. getClassName(): string;
  22721. /**
  22722. * The minimum of x and y subdivisions
  22723. */
  22724. readonly subdivisions: number;
  22725. /**
  22726. * X subdivisions
  22727. */
  22728. readonly subdivisionsX: number;
  22729. /**
  22730. * Y subdivisions
  22731. */
  22732. readonly subdivisionsY: number;
  22733. /**
  22734. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22735. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22736. * @param chunksCount the number of subdivisions for x and y
  22737. * @param octreeBlocksSize (Default: 32)
  22738. */
  22739. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22740. /**
  22741. * Returns a height (y) value in the Worl system :
  22742. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22743. * @param x x coordinate
  22744. * @param z z coordinate
  22745. * @returns the ground y position if (x, z) are outside the ground surface.
  22746. */
  22747. getHeightAtCoordinates(x: number, z: number): number;
  22748. /**
  22749. * Returns a normalized vector (Vector3) orthogonal to the ground
  22750. * at the ground coordinates (x, z) expressed in the World system.
  22751. * @param x x coordinate
  22752. * @param z z coordinate
  22753. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22754. */
  22755. getNormalAtCoordinates(x: number, z: number): Vector3;
  22756. /**
  22757. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22758. * at the ground coordinates (x, z) expressed in the World system.
  22759. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22760. * @param x x coordinate
  22761. * @param z z coordinate
  22762. * @param ref vector to store the result
  22763. * @returns the GroundMesh.
  22764. */
  22765. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22766. /**
  22767. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22768. * if the ground has been updated.
  22769. * This can be used in the render loop.
  22770. * @returns the GroundMesh.
  22771. */
  22772. updateCoordinateHeights(): GroundMesh;
  22773. private _getFacetAt;
  22774. private _initHeightQuads;
  22775. private _computeHeightQuads;
  22776. /**
  22777. * Serializes this ground mesh
  22778. * @param serializationObject object to write serialization to
  22779. */
  22780. serialize(serializationObject: any): void;
  22781. /**
  22782. * Parses a serialized ground mesh
  22783. * @param parsedMesh the serialized mesh
  22784. * @param scene the scene to create the ground mesh in
  22785. * @returns the created ground mesh
  22786. */
  22787. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22788. }
  22789. }
  22790. declare module "babylonjs/Physics/physicsJoint" {
  22791. import { Vector3 } from "babylonjs/Maths/math.vector";
  22792. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22793. /**
  22794. * Interface for Physics-Joint data
  22795. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22796. */
  22797. export interface PhysicsJointData {
  22798. /**
  22799. * The main pivot of the joint
  22800. */
  22801. mainPivot?: Vector3;
  22802. /**
  22803. * The connected pivot of the joint
  22804. */
  22805. connectedPivot?: Vector3;
  22806. /**
  22807. * The main axis of the joint
  22808. */
  22809. mainAxis?: Vector3;
  22810. /**
  22811. * The connected axis of the joint
  22812. */
  22813. connectedAxis?: Vector3;
  22814. /**
  22815. * The collision of the joint
  22816. */
  22817. collision?: boolean;
  22818. /**
  22819. * Native Oimo/Cannon/Energy data
  22820. */
  22821. nativeParams?: any;
  22822. }
  22823. /**
  22824. * This is a holder class for the physics joint created by the physics plugin
  22825. * It holds a set of functions to control the underlying joint
  22826. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22827. */
  22828. export class PhysicsJoint {
  22829. /**
  22830. * The type of the physics joint
  22831. */
  22832. type: number;
  22833. /**
  22834. * The data for the physics joint
  22835. */
  22836. jointData: PhysicsJointData;
  22837. private _physicsJoint;
  22838. protected _physicsPlugin: IPhysicsEnginePlugin;
  22839. /**
  22840. * Initializes the physics joint
  22841. * @param type The type of the physics joint
  22842. * @param jointData The data for the physics joint
  22843. */
  22844. constructor(
  22845. /**
  22846. * The type of the physics joint
  22847. */
  22848. type: number,
  22849. /**
  22850. * The data for the physics joint
  22851. */
  22852. jointData: PhysicsJointData);
  22853. /**
  22854. * Gets the physics joint
  22855. */
  22856. /**
  22857. * Sets the physics joint
  22858. */
  22859. physicsJoint: any;
  22860. /**
  22861. * Sets the physics plugin
  22862. */
  22863. physicsPlugin: IPhysicsEnginePlugin;
  22864. /**
  22865. * Execute a function that is physics-plugin specific.
  22866. * @param {Function} func the function that will be executed.
  22867. * It accepts two parameters: the physics world and the physics joint
  22868. */
  22869. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22870. /**
  22871. * Distance-Joint type
  22872. */
  22873. static DistanceJoint: number;
  22874. /**
  22875. * Hinge-Joint type
  22876. */
  22877. static HingeJoint: number;
  22878. /**
  22879. * Ball-and-Socket joint type
  22880. */
  22881. static BallAndSocketJoint: number;
  22882. /**
  22883. * Wheel-Joint type
  22884. */
  22885. static WheelJoint: number;
  22886. /**
  22887. * Slider-Joint type
  22888. */
  22889. static SliderJoint: number;
  22890. /**
  22891. * Prismatic-Joint type
  22892. */
  22893. static PrismaticJoint: number;
  22894. /**
  22895. * Universal-Joint type
  22896. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22897. */
  22898. static UniversalJoint: number;
  22899. /**
  22900. * Hinge-Joint 2 type
  22901. */
  22902. static Hinge2Joint: number;
  22903. /**
  22904. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22905. */
  22906. static PointToPointJoint: number;
  22907. /**
  22908. * Spring-Joint type
  22909. */
  22910. static SpringJoint: number;
  22911. /**
  22912. * Lock-Joint type
  22913. */
  22914. static LockJoint: number;
  22915. }
  22916. /**
  22917. * A class representing a physics distance joint
  22918. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22919. */
  22920. export class DistanceJoint extends PhysicsJoint {
  22921. /**
  22922. *
  22923. * @param jointData The data for the Distance-Joint
  22924. */
  22925. constructor(jointData: DistanceJointData);
  22926. /**
  22927. * Update the predefined distance.
  22928. * @param maxDistance The maximum preferred distance
  22929. * @param minDistance The minimum preferred distance
  22930. */
  22931. updateDistance(maxDistance: number, minDistance?: number): void;
  22932. }
  22933. /**
  22934. * Represents a Motor-Enabled Joint
  22935. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22936. */
  22937. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22938. /**
  22939. * Initializes the Motor-Enabled Joint
  22940. * @param type The type of the joint
  22941. * @param jointData The physica joint data for the joint
  22942. */
  22943. constructor(type: number, jointData: PhysicsJointData);
  22944. /**
  22945. * Set the motor values.
  22946. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22947. * @param force the force to apply
  22948. * @param maxForce max force for this motor.
  22949. */
  22950. setMotor(force?: number, maxForce?: number): void;
  22951. /**
  22952. * Set the motor's limits.
  22953. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22954. * @param upperLimit The upper limit of the motor
  22955. * @param lowerLimit The lower limit of the motor
  22956. */
  22957. setLimit(upperLimit: number, lowerLimit?: number): void;
  22958. }
  22959. /**
  22960. * This class represents a single physics Hinge-Joint
  22961. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22962. */
  22963. export class HingeJoint extends MotorEnabledJoint {
  22964. /**
  22965. * Initializes the Hinge-Joint
  22966. * @param jointData The joint data for the Hinge-Joint
  22967. */
  22968. constructor(jointData: PhysicsJointData);
  22969. /**
  22970. * Set the motor values.
  22971. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22972. * @param {number} force the force to apply
  22973. * @param {number} maxForce max force for this motor.
  22974. */
  22975. setMotor(force?: number, maxForce?: number): void;
  22976. /**
  22977. * Set the motor's limits.
  22978. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22979. * @param upperLimit The upper limit of the motor
  22980. * @param lowerLimit The lower limit of the motor
  22981. */
  22982. setLimit(upperLimit: number, lowerLimit?: number): void;
  22983. }
  22984. /**
  22985. * This class represents a dual hinge physics joint (same as wheel joint)
  22986. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22987. */
  22988. export class Hinge2Joint extends MotorEnabledJoint {
  22989. /**
  22990. * Initializes the Hinge2-Joint
  22991. * @param jointData The joint data for the Hinge2-Joint
  22992. */
  22993. constructor(jointData: PhysicsJointData);
  22994. /**
  22995. * Set the motor values.
  22996. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22997. * @param {number} targetSpeed the speed the motor is to reach
  22998. * @param {number} maxForce max force for this motor.
  22999. * @param {motorIndex} the motor's index, 0 or 1.
  23000. */
  23001. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23002. /**
  23003. * Set the motor limits.
  23004. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23005. * @param {number} upperLimit the upper limit
  23006. * @param {number} lowerLimit lower limit
  23007. * @param {motorIndex} the motor's index, 0 or 1.
  23008. */
  23009. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23010. }
  23011. /**
  23012. * Interface for a motor enabled joint
  23013. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23014. */
  23015. export interface IMotorEnabledJoint {
  23016. /**
  23017. * Physics joint
  23018. */
  23019. physicsJoint: any;
  23020. /**
  23021. * Sets the motor of the motor-enabled joint
  23022. * @param force The force of the motor
  23023. * @param maxForce The maximum force of the motor
  23024. * @param motorIndex The index of the motor
  23025. */
  23026. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23027. /**
  23028. * Sets the limit of the motor
  23029. * @param upperLimit The upper limit of the motor
  23030. * @param lowerLimit The lower limit of the motor
  23031. * @param motorIndex The index of the motor
  23032. */
  23033. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23034. }
  23035. /**
  23036. * Joint data for a Distance-Joint
  23037. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23038. */
  23039. export interface DistanceJointData extends PhysicsJointData {
  23040. /**
  23041. * Max distance the 2 joint objects can be apart
  23042. */
  23043. maxDistance: number;
  23044. }
  23045. /**
  23046. * Joint data from a spring joint
  23047. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23048. */
  23049. export interface SpringJointData extends PhysicsJointData {
  23050. /**
  23051. * Length of the spring
  23052. */
  23053. length: number;
  23054. /**
  23055. * Stiffness of the spring
  23056. */
  23057. stiffness: number;
  23058. /**
  23059. * Damping of the spring
  23060. */
  23061. damping: number;
  23062. /** this callback will be called when applying the force to the impostors. */
  23063. forceApplicationCallback: () => void;
  23064. }
  23065. }
  23066. declare module "babylonjs/Physics/physicsRaycastResult" {
  23067. import { Vector3 } from "babylonjs/Maths/math.vector";
  23068. /**
  23069. * Holds the data for the raycast result
  23070. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23071. */
  23072. export class PhysicsRaycastResult {
  23073. private _hasHit;
  23074. private _hitDistance;
  23075. private _hitNormalWorld;
  23076. private _hitPointWorld;
  23077. private _rayFromWorld;
  23078. private _rayToWorld;
  23079. /**
  23080. * Gets if there was a hit
  23081. */
  23082. readonly hasHit: boolean;
  23083. /**
  23084. * Gets the distance from the hit
  23085. */
  23086. readonly hitDistance: number;
  23087. /**
  23088. * Gets the hit normal/direction in the world
  23089. */
  23090. readonly hitNormalWorld: Vector3;
  23091. /**
  23092. * Gets the hit point in the world
  23093. */
  23094. readonly hitPointWorld: Vector3;
  23095. /**
  23096. * Gets the ray "start point" of the ray in the world
  23097. */
  23098. readonly rayFromWorld: Vector3;
  23099. /**
  23100. * Gets the ray "end point" of the ray in the world
  23101. */
  23102. readonly rayToWorld: Vector3;
  23103. /**
  23104. * Sets the hit data (normal & point in world space)
  23105. * @param hitNormalWorld defines the normal in world space
  23106. * @param hitPointWorld defines the point in world space
  23107. */
  23108. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23109. /**
  23110. * Sets the distance from the start point to the hit point
  23111. * @param distance
  23112. */
  23113. setHitDistance(distance: number): void;
  23114. /**
  23115. * Calculates the distance manually
  23116. */
  23117. calculateHitDistance(): void;
  23118. /**
  23119. * Resets all the values to default
  23120. * @param from The from point on world space
  23121. * @param to The to point on world space
  23122. */
  23123. reset(from?: Vector3, to?: Vector3): void;
  23124. }
  23125. /**
  23126. * Interface for the size containing width and height
  23127. */
  23128. interface IXYZ {
  23129. /**
  23130. * X
  23131. */
  23132. x: number;
  23133. /**
  23134. * Y
  23135. */
  23136. y: number;
  23137. /**
  23138. * Z
  23139. */
  23140. z: number;
  23141. }
  23142. }
  23143. declare module "babylonjs/Physics/IPhysicsEngine" {
  23144. import { Nullable } from "babylonjs/types";
  23145. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23146. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23147. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23148. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23149. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23150. /**
  23151. * Interface used to describe a physics joint
  23152. */
  23153. export interface PhysicsImpostorJoint {
  23154. /** Defines the main impostor to which the joint is linked */
  23155. mainImpostor: PhysicsImpostor;
  23156. /** Defines the impostor that is connected to the main impostor using this joint */
  23157. connectedImpostor: PhysicsImpostor;
  23158. /** Defines the joint itself */
  23159. joint: PhysicsJoint;
  23160. }
  23161. /** @hidden */
  23162. export interface IPhysicsEnginePlugin {
  23163. world: any;
  23164. name: string;
  23165. setGravity(gravity: Vector3): void;
  23166. setTimeStep(timeStep: number): void;
  23167. getTimeStep(): number;
  23168. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23169. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23170. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23171. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23172. removePhysicsBody(impostor: PhysicsImpostor): void;
  23173. generateJoint(joint: PhysicsImpostorJoint): void;
  23174. removeJoint(joint: PhysicsImpostorJoint): void;
  23175. isSupported(): boolean;
  23176. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23177. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23178. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23179. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23180. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23181. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23182. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23183. getBodyMass(impostor: PhysicsImpostor): number;
  23184. getBodyFriction(impostor: PhysicsImpostor): number;
  23185. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23186. getBodyRestitution(impostor: PhysicsImpostor): number;
  23187. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23188. getBodyPressure?(impostor: PhysicsImpostor): number;
  23189. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23190. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23191. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23192. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23193. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23194. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23195. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23196. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23197. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23198. sleepBody(impostor: PhysicsImpostor): void;
  23199. wakeUpBody(impostor: PhysicsImpostor): void;
  23200. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23201. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23202. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23203. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23204. getRadius(impostor: PhysicsImpostor): number;
  23205. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23206. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23207. dispose(): void;
  23208. }
  23209. /**
  23210. * Interface used to define a physics engine
  23211. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23212. */
  23213. export interface IPhysicsEngine {
  23214. /**
  23215. * Gets the gravity vector used by the simulation
  23216. */
  23217. gravity: Vector3;
  23218. /**
  23219. * Sets the gravity vector used by the simulation
  23220. * @param gravity defines the gravity vector to use
  23221. */
  23222. setGravity(gravity: Vector3): void;
  23223. /**
  23224. * Set the time step of the physics engine.
  23225. * Default is 1/60.
  23226. * To slow it down, enter 1/600 for example.
  23227. * To speed it up, 1/30
  23228. * @param newTimeStep the new timestep to apply to this world.
  23229. */
  23230. setTimeStep(newTimeStep: number): void;
  23231. /**
  23232. * Get the time step of the physics engine.
  23233. * @returns the current time step
  23234. */
  23235. getTimeStep(): number;
  23236. /**
  23237. * Release all resources
  23238. */
  23239. dispose(): void;
  23240. /**
  23241. * Gets the name of the current physics plugin
  23242. * @returns the name of the plugin
  23243. */
  23244. getPhysicsPluginName(): string;
  23245. /**
  23246. * Adding a new impostor for the impostor tracking.
  23247. * This will be done by the impostor itself.
  23248. * @param impostor the impostor to add
  23249. */
  23250. addImpostor(impostor: PhysicsImpostor): void;
  23251. /**
  23252. * Remove an impostor from the engine.
  23253. * This impostor and its mesh will not longer be updated by the physics engine.
  23254. * @param impostor the impostor to remove
  23255. */
  23256. removeImpostor(impostor: PhysicsImpostor): void;
  23257. /**
  23258. * Add a joint to the physics engine
  23259. * @param mainImpostor defines the main impostor to which the joint is added.
  23260. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23261. * @param joint defines the joint that will connect both impostors.
  23262. */
  23263. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23264. /**
  23265. * Removes a joint from the simulation
  23266. * @param mainImpostor defines the impostor used with the joint
  23267. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23268. * @param joint defines the joint to remove
  23269. */
  23270. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23271. /**
  23272. * Gets the current plugin used to run the simulation
  23273. * @returns current plugin
  23274. */
  23275. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23276. /**
  23277. * Gets the list of physic impostors
  23278. * @returns an array of PhysicsImpostor
  23279. */
  23280. getImpostors(): Array<PhysicsImpostor>;
  23281. /**
  23282. * Gets the impostor for a physics enabled object
  23283. * @param object defines the object impersonated by the impostor
  23284. * @returns the PhysicsImpostor or null if not found
  23285. */
  23286. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23287. /**
  23288. * Gets the impostor for a physics body object
  23289. * @param body defines physics body used by the impostor
  23290. * @returns the PhysicsImpostor or null if not found
  23291. */
  23292. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23293. /**
  23294. * Does a raycast in the physics world
  23295. * @param from when should the ray start?
  23296. * @param to when should the ray end?
  23297. * @returns PhysicsRaycastResult
  23298. */
  23299. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23300. /**
  23301. * Called by the scene. No need to call it.
  23302. * @param delta defines the timespam between frames
  23303. */
  23304. _step(delta: number): void;
  23305. }
  23306. }
  23307. declare module "babylonjs/Physics/physicsImpostor" {
  23308. import { Nullable, IndicesArray } from "babylonjs/types";
  23309. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23310. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23311. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23312. import { Scene } from "babylonjs/scene";
  23313. import { Bone } from "babylonjs/Bones/bone";
  23314. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23315. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23316. import { Space } from "babylonjs/Maths/math.axis";
  23317. /**
  23318. * The interface for the physics imposter parameters
  23319. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23320. */
  23321. export interface PhysicsImpostorParameters {
  23322. /**
  23323. * The mass of the physics imposter
  23324. */
  23325. mass: number;
  23326. /**
  23327. * The friction of the physics imposter
  23328. */
  23329. friction?: number;
  23330. /**
  23331. * The coefficient of restitution of the physics imposter
  23332. */
  23333. restitution?: number;
  23334. /**
  23335. * The native options of the physics imposter
  23336. */
  23337. nativeOptions?: any;
  23338. /**
  23339. * Specifies if the parent should be ignored
  23340. */
  23341. ignoreParent?: boolean;
  23342. /**
  23343. * Specifies if bi-directional transformations should be disabled
  23344. */
  23345. disableBidirectionalTransformation?: boolean;
  23346. /**
  23347. * The pressure inside the physics imposter, soft object only
  23348. */
  23349. pressure?: number;
  23350. /**
  23351. * The stiffness the physics imposter, soft object only
  23352. */
  23353. stiffness?: number;
  23354. /**
  23355. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23356. */
  23357. velocityIterations?: number;
  23358. /**
  23359. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23360. */
  23361. positionIterations?: number;
  23362. /**
  23363. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23364. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23365. * Add to fix multiple points
  23366. */
  23367. fixedPoints?: number;
  23368. /**
  23369. * The collision margin around a soft object
  23370. */
  23371. margin?: number;
  23372. /**
  23373. * The collision margin around a soft object
  23374. */
  23375. damping?: number;
  23376. /**
  23377. * The path for a rope based on an extrusion
  23378. */
  23379. path?: any;
  23380. /**
  23381. * The shape of an extrusion used for a rope based on an extrusion
  23382. */
  23383. shape?: any;
  23384. }
  23385. /**
  23386. * Interface for a physics-enabled object
  23387. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23388. */
  23389. export interface IPhysicsEnabledObject {
  23390. /**
  23391. * The position of the physics-enabled object
  23392. */
  23393. position: Vector3;
  23394. /**
  23395. * The rotation of the physics-enabled object
  23396. */
  23397. rotationQuaternion: Nullable<Quaternion>;
  23398. /**
  23399. * The scale of the physics-enabled object
  23400. */
  23401. scaling: Vector3;
  23402. /**
  23403. * The rotation of the physics-enabled object
  23404. */
  23405. rotation?: Vector3;
  23406. /**
  23407. * The parent of the physics-enabled object
  23408. */
  23409. parent?: any;
  23410. /**
  23411. * The bounding info of the physics-enabled object
  23412. * @returns The bounding info of the physics-enabled object
  23413. */
  23414. getBoundingInfo(): BoundingInfo;
  23415. /**
  23416. * Computes the world matrix
  23417. * @param force Specifies if the world matrix should be computed by force
  23418. * @returns A world matrix
  23419. */
  23420. computeWorldMatrix(force: boolean): Matrix;
  23421. /**
  23422. * Gets the world matrix
  23423. * @returns A world matrix
  23424. */
  23425. getWorldMatrix?(): Matrix;
  23426. /**
  23427. * Gets the child meshes
  23428. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23429. * @returns An array of abstract meshes
  23430. */
  23431. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23432. /**
  23433. * Gets the vertex data
  23434. * @param kind The type of vertex data
  23435. * @returns A nullable array of numbers, or a float32 array
  23436. */
  23437. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23438. /**
  23439. * Gets the indices from the mesh
  23440. * @returns A nullable array of index arrays
  23441. */
  23442. getIndices?(): Nullable<IndicesArray>;
  23443. /**
  23444. * Gets the scene from the mesh
  23445. * @returns the indices array or null
  23446. */
  23447. getScene?(): Scene;
  23448. /**
  23449. * Gets the absolute position from the mesh
  23450. * @returns the absolute position
  23451. */
  23452. getAbsolutePosition(): Vector3;
  23453. /**
  23454. * Gets the absolute pivot point from the mesh
  23455. * @returns the absolute pivot point
  23456. */
  23457. getAbsolutePivotPoint(): Vector3;
  23458. /**
  23459. * Rotates the mesh
  23460. * @param axis The axis of rotation
  23461. * @param amount The amount of rotation
  23462. * @param space The space of the rotation
  23463. * @returns The rotation transform node
  23464. */
  23465. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23466. /**
  23467. * Translates the mesh
  23468. * @param axis The axis of translation
  23469. * @param distance The distance of translation
  23470. * @param space The space of the translation
  23471. * @returns The transform node
  23472. */
  23473. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23474. /**
  23475. * Sets the absolute position of the mesh
  23476. * @param absolutePosition The absolute position of the mesh
  23477. * @returns The transform node
  23478. */
  23479. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23480. /**
  23481. * Gets the class name of the mesh
  23482. * @returns The class name
  23483. */
  23484. getClassName(): string;
  23485. }
  23486. /**
  23487. * Represents a physics imposter
  23488. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23489. */
  23490. export class PhysicsImpostor {
  23491. /**
  23492. * The physics-enabled object used as the physics imposter
  23493. */
  23494. object: IPhysicsEnabledObject;
  23495. /**
  23496. * The type of the physics imposter
  23497. */
  23498. type: number;
  23499. private _options;
  23500. private _scene?;
  23501. /**
  23502. * The default object size of the imposter
  23503. */
  23504. static DEFAULT_OBJECT_SIZE: Vector3;
  23505. /**
  23506. * The identity quaternion of the imposter
  23507. */
  23508. static IDENTITY_QUATERNION: Quaternion;
  23509. /** @hidden */
  23510. _pluginData: any;
  23511. private _physicsEngine;
  23512. private _physicsBody;
  23513. private _bodyUpdateRequired;
  23514. private _onBeforePhysicsStepCallbacks;
  23515. private _onAfterPhysicsStepCallbacks;
  23516. /** @hidden */
  23517. _onPhysicsCollideCallbacks: Array<{
  23518. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23519. otherImpostors: Array<PhysicsImpostor>;
  23520. }>;
  23521. private _deltaPosition;
  23522. private _deltaRotation;
  23523. private _deltaRotationConjugated;
  23524. /** @hidden */
  23525. _isFromLine: boolean;
  23526. private _parent;
  23527. private _isDisposed;
  23528. private static _tmpVecs;
  23529. private static _tmpQuat;
  23530. /**
  23531. * Specifies if the physics imposter is disposed
  23532. */
  23533. readonly isDisposed: boolean;
  23534. /**
  23535. * Gets the mass of the physics imposter
  23536. */
  23537. mass: number;
  23538. /**
  23539. * Gets the coefficient of friction
  23540. */
  23541. /**
  23542. * Sets the coefficient of friction
  23543. */
  23544. friction: number;
  23545. /**
  23546. * Gets the coefficient of restitution
  23547. */
  23548. /**
  23549. * Sets the coefficient of restitution
  23550. */
  23551. restitution: number;
  23552. /**
  23553. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23554. */
  23555. /**
  23556. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23557. */
  23558. pressure: number;
  23559. /**
  23560. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23561. */
  23562. /**
  23563. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23564. */
  23565. stiffness: number;
  23566. /**
  23567. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23568. */
  23569. /**
  23570. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23571. */
  23572. velocityIterations: number;
  23573. /**
  23574. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23575. */
  23576. /**
  23577. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23578. */
  23579. positionIterations: number;
  23580. /**
  23581. * The unique id of the physics imposter
  23582. * set by the physics engine when adding this impostor to the array
  23583. */
  23584. uniqueId: number;
  23585. /**
  23586. * @hidden
  23587. */
  23588. soft: boolean;
  23589. /**
  23590. * @hidden
  23591. */
  23592. segments: number;
  23593. private _joints;
  23594. /**
  23595. * Initializes the physics imposter
  23596. * @param object The physics-enabled object used as the physics imposter
  23597. * @param type The type of the physics imposter
  23598. * @param _options The options for the physics imposter
  23599. * @param _scene The Babylon scene
  23600. */
  23601. constructor(
  23602. /**
  23603. * The physics-enabled object used as the physics imposter
  23604. */
  23605. object: IPhysicsEnabledObject,
  23606. /**
  23607. * The type of the physics imposter
  23608. */
  23609. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23610. /**
  23611. * This function will completly initialize this impostor.
  23612. * It will create a new body - but only if this mesh has no parent.
  23613. * If it has, this impostor will not be used other than to define the impostor
  23614. * of the child mesh.
  23615. * @hidden
  23616. */
  23617. _init(): void;
  23618. private _getPhysicsParent;
  23619. /**
  23620. * Should a new body be generated.
  23621. * @returns boolean specifying if body initialization is required
  23622. */
  23623. isBodyInitRequired(): boolean;
  23624. /**
  23625. * Sets the updated scaling
  23626. * @param updated Specifies if the scaling is updated
  23627. */
  23628. setScalingUpdated(): void;
  23629. /**
  23630. * Force a regeneration of this or the parent's impostor's body.
  23631. * Use under cautious - This will remove all joints already implemented.
  23632. */
  23633. forceUpdate(): void;
  23634. /**
  23635. * Gets the body that holds this impostor. Either its own, or its parent.
  23636. */
  23637. /**
  23638. * Set the physics body. Used mainly by the physics engine/plugin
  23639. */
  23640. physicsBody: any;
  23641. /**
  23642. * Get the parent of the physics imposter
  23643. * @returns Physics imposter or null
  23644. */
  23645. /**
  23646. * Sets the parent of the physics imposter
  23647. */
  23648. parent: Nullable<PhysicsImpostor>;
  23649. /**
  23650. * Resets the update flags
  23651. */
  23652. resetUpdateFlags(): void;
  23653. /**
  23654. * Gets the object extend size
  23655. * @returns the object extend size
  23656. */
  23657. getObjectExtendSize(): Vector3;
  23658. /**
  23659. * Gets the object center
  23660. * @returns The object center
  23661. */
  23662. getObjectCenter(): Vector3;
  23663. /**
  23664. * Get a specific parametes from the options parameter
  23665. * @param paramName The object parameter name
  23666. * @returns The object parameter
  23667. */
  23668. getParam(paramName: string): any;
  23669. /**
  23670. * Sets a specific parameter in the options given to the physics plugin
  23671. * @param paramName The parameter name
  23672. * @param value The value of the parameter
  23673. */
  23674. setParam(paramName: string, value: number): void;
  23675. /**
  23676. * Specifically change the body's mass option. Won't recreate the physics body object
  23677. * @param mass The mass of the physics imposter
  23678. */
  23679. setMass(mass: number): void;
  23680. /**
  23681. * Gets the linear velocity
  23682. * @returns linear velocity or null
  23683. */
  23684. getLinearVelocity(): Nullable<Vector3>;
  23685. /**
  23686. * Sets the linear velocity
  23687. * @param velocity linear velocity or null
  23688. */
  23689. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23690. /**
  23691. * Gets the angular velocity
  23692. * @returns angular velocity or null
  23693. */
  23694. getAngularVelocity(): Nullable<Vector3>;
  23695. /**
  23696. * Sets the angular velocity
  23697. * @param velocity The velocity or null
  23698. */
  23699. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23700. /**
  23701. * Execute a function with the physics plugin native code
  23702. * Provide a function the will have two variables - the world object and the physics body object
  23703. * @param func The function to execute with the physics plugin native code
  23704. */
  23705. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23706. /**
  23707. * Register a function that will be executed before the physics world is stepping forward
  23708. * @param func The function to execute before the physics world is stepped forward
  23709. */
  23710. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23711. /**
  23712. * Unregister a function that will be executed before the physics world is stepping forward
  23713. * @param func The function to execute before the physics world is stepped forward
  23714. */
  23715. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23716. /**
  23717. * Register a function that will be executed after the physics step
  23718. * @param func The function to execute after physics step
  23719. */
  23720. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23721. /**
  23722. * Unregisters a function that will be executed after the physics step
  23723. * @param func The function to execute after physics step
  23724. */
  23725. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23726. /**
  23727. * register a function that will be executed when this impostor collides against a different body
  23728. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23729. * @param func Callback that is executed on collision
  23730. */
  23731. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23732. /**
  23733. * Unregisters the physics imposter on contact
  23734. * @param collideAgainst The physics object to collide against
  23735. * @param func Callback to execute on collision
  23736. */
  23737. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23738. private _tmpQuat;
  23739. private _tmpQuat2;
  23740. /**
  23741. * Get the parent rotation
  23742. * @returns The parent rotation
  23743. */
  23744. getParentsRotation(): Quaternion;
  23745. /**
  23746. * this function is executed by the physics engine.
  23747. */
  23748. beforeStep: () => void;
  23749. /**
  23750. * this function is executed by the physics engine
  23751. */
  23752. afterStep: () => void;
  23753. /**
  23754. * Legacy collision detection event support
  23755. */
  23756. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23757. /**
  23758. * event and body object due to cannon's event-based architecture.
  23759. */
  23760. onCollide: (e: {
  23761. body: any;
  23762. }) => void;
  23763. /**
  23764. * Apply a force
  23765. * @param force The force to apply
  23766. * @param contactPoint The contact point for the force
  23767. * @returns The physics imposter
  23768. */
  23769. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23770. /**
  23771. * Apply an impulse
  23772. * @param force The impulse force
  23773. * @param contactPoint The contact point for the impulse force
  23774. * @returns The physics imposter
  23775. */
  23776. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23777. /**
  23778. * A help function to create a joint
  23779. * @param otherImpostor A physics imposter used to create a joint
  23780. * @param jointType The type of joint
  23781. * @param jointData The data for the joint
  23782. * @returns The physics imposter
  23783. */
  23784. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23785. /**
  23786. * Add a joint to this impostor with a different impostor
  23787. * @param otherImpostor A physics imposter used to add a joint
  23788. * @param joint The joint to add
  23789. * @returns The physics imposter
  23790. */
  23791. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23792. /**
  23793. * Add an anchor to a cloth impostor
  23794. * @param otherImpostor rigid impostor to anchor to
  23795. * @param width ratio across width from 0 to 1
  23796. * @param height ratio up height from 0 to 1
  23797. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23798. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23799. * @returns impostor the soft imposter
  23800. */
  23801. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23802. /**
  23803. * Add a hook to a rope impostor
  23804. * @param otherImpostor rigid impostor to anchor to
  23805. * @param length ratio across rope from 0 to 1
  23806. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23807. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23808. * @returns impostor the rope imposter
  23809. */
  23810. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23811. /**
  23812. * Will keep this body still, in a sleep mode.
  23813. * @returns the physics imposter
  23814. */
  23815. sleep(): PhysicsImpostor;
  23816. /**
  23817. * Wake the body up.
  23818. * @returns The physics imposter
  23819. */
  23820. wakeUp(): PhysicsImpostor;
  23821. /**
  23822. * Clones the physics imposter
  23823. * @param newObject The physics imposter clones to this physics-enabled object
  23824. * @returns A nullable physics imposter
  23825. */
  23826. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23827. /**
  23828. * Disposes the physics imposter
  23829. */
  23830. dispose(): void;
  23831. /**
  23832. * Sets the delta position
  23833. * @param position The delta position amount
  23834. */
  23835. setDeltaPosition(position: Vector3): void;
  23836. /**
  23837. * Sets the delta rotation
  23838. * @param rotation The delta rotation amount
  23839. */
  23840. setDeltaRotation(rotation: Quaternion): void;
  23841. /**
  23842. * Gets the box size of the physics imposter and stores the result in the input parameter
  23843. * @param result Stores the box size
  23844. * @returns The physics imposter
  23845. */
  23846. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23847. /**
  23848. * Gets the radius of the physics imposter
  23849. * @returns Radius of the physics imposter
  23850. */
  23851. getRadius(): number;
  23852. /**
  23853. * Sync a bone with this impostor
  23854. * @param bone The bone to sync to the impostor.
  23855. * @param boneMesh The mesh that the bone is influencing.
  23856. * @param jointPivot The pivot of the joint / bone in local space.
  23857. * @param distToJoint Optional distance from the impostor to the joint.
  23858. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23859. */
  23860. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23861. /**
  23862. * Sync impostor to a bone
  23863. * @param bone The bone that the impostor will be synced to.
  23864. * @param boneMesh The mesh that the bone is influencing.
  23865. * @param jointPivot The pivot of the joint / bone in local space.
  23866. * @param distToJoint Optional distance from the impostor to the joint.
  23867. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23868. * @param boneAxis Optional vector3 axis the bone is aligned with
  23869. */
  23870. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23871. /**
  23872. * No-Imposter type
  23873. */
  23874. static NoImpostor: number;
  23875. /**
  23876. * Sphere-Imposter type
  23877. */
  23878. static SphereImpostor: number;
  23879. /**
  23880. * Box-Imposter type
  23881. */
  23882. static BoxImpostor: number;
  23883. /**
  23884. * Plane-Imposter type
  23885. */
  23886. static PlaneImpostor: number;
  23887. /**
  23888. * Mesh-imposter type
  23889. */
  23890. static MeshImpostor: number;
  23891. /**
  23892. * Capsule-Impostor type (Ammo.js plugin only)
  23893. */
  23894. static CapsuleImpostor: number;
  23895. /**
  23896. * Cylinder-Imposter type
  23897. */
  23898. static CylinderImpostor: number;
  23899. /**
  23900. * Particle-Imposter type
  23901. */
  23902. static ParticleImpostor: number;
  23903. /**
  23904. * Heightmap-Imposter type
  23905. */
  23906. static HeightmapImpostor: number;
  23907. /**
  23908. * ConvexHull-Impostor type (Ammo.js plugin only)
  23909. */
  23910. static ConvexHullImpostor: number;
  23911. /**
  23912. * Rope-Imposter type
  23913. */
  23914. static RopeImpostor: number;
  23915. /**
  23916. * Cloth-Imposter type
  23917. */
  23918. static ClothImpostor: number;
  23919. /**
  23920. * Softbody-Imposter type
  23921. */
  23922. static SoftbodyImpostor: number;
  23923. }
  23924. }
  23925. declare module "babylonjs/Meshes/mesh" {
  23926. import { Observable } from "babylonjs/Misc/observable";
  23927. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23928. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23929. import { Camera } from "babylonjs/Cameras/camera";
  23930. import { Scene } from "babylonjs/scene";
  23931. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23932. import { Color4 } from "babylonjs/Maths/math.color";
  23933. import { Engine } from "babylonjs/Engines/engine";
  23934. import { Node } from "babylonjs/node";
  23935. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23936. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23937. import { Buffer } from "babylonjs/Meshes/buffer";
  23938. import { Geometry } from "babylonjs/Meshes/geometry";
  23939. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23940. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23941. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23942. import { Effect } from "babylonjs/Materials/effect";
  23943. import { Material } from "babylonjs/Materials/material";
  23944. import { Skeleton } from "babylonjs/Bones/skeleton";
  23945. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23946. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23947. import { Path3D } from "babylonjs/Maths/math.path";
  23948. import { Plane } from "babylonjs/Maths/math.plane";
  23949. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23950. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23951. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23952. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23953. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23954. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23955. /**
  23956. * @hidden
  23957. **/
  23958. export class _CreationDataStorage {
  23959. closePath?: boolean;
  23960. closeArray?: boolean;
  23961. idx: number[];
  23962. dashSize: number;
  23963. gapSize: number;
  23964. path3D: Path3D;
  23965. pathArray: Vector3[][];
  23966. arc: number;
  23967. radius: number;
  23968. cap: number;
  23969. tessellation: number;
  23970. }
  23971. /**
  23972. * @hidden
  23973. **/
  23974. class _InstanceDataStorage {
  23975. visibleInstances: any;
  23976. batchCache: _InstancesBatch;
  23977. instancesBufferSize: number;
  23978. instancesBuffer: Nullable<Buffer>;
  23979. instancesData: Float32Array;
  23980. overridenInstanceCount: number;
  23981. isFrozen: boolean;
  23982. previousBatch: Nullable<_InstancesBatch>;
  23983. hardwareInstancedRendering: boolean;
  23984. sideOrientation: number;
  23985. }
  23986. /**
  23987. * @hidden
  23988. **/
  23989. export class _InstancesBatch {
  23990. mustReturn: boolean;
  23991. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23992. renderSelf: boolean[];
  23993. hardwareInstancedRendering: boolean[];
  23994. }
  23995. /**
  23996. * Class used to represent renderable models
  23997. */
  23998. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23999. /**
  24000. * Mesh side orientation : usually the external or front surface
  24001. */
  24002. static readonly FRONTSIDE: number;
  24003. /**
  24004. * Mesh side orientation : usually the internal or back surface
  24005. */
  24006. static readonly BACKSIDE: number;
  24007. /**
  24008. * Mesh side orientation : both internal and external or front and back surfaces
  24009. */
  24010. static readonly DOUBLESIDE: number;
  24011. /**
  24012. * Mesh side orientation : by default, `FRONTSIDE`
  24013. */
  24014. static readonly DEFAULTSIDE: number;
  24015. /**
  24016. * Mesh cap setting : no cap
  24017. */
  24018. static readonly NO_CAP: number;
  24019. /**
  24020. * Mesh cap setting : one cap at the beginning of the mesh
  24021. */
  24022. static readonly CAP_START: number;
  24023. /**
  24024. * Mesh cap setting : one cap at the end of the mesh
  24025. */
  24026. static readonly CAP_END: number;
  24027. /**
  24028. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24029. */
  24030. static readonly CAP_ALL: number;
  24031. /**
  24032. * Mesh pattern setting : no flip or rotate
  24033. */
  24034. static readonly NO_FLIP: number;
  24035. /**
  24036. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24037. */
  24038. static readonly FLIP_TILE: number;
  24039. /**
  24040. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24041. */
  24042. static readonly ROTATE_TILE: number;
  24043. /**
  24044. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24045. */
  24046. static readonly FLIP_ROW: number;
  24047. /**
  24048. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24049. */
  24050. static readonly ROTATE_ROW: number;
  24051. /**
  24052. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24053. */
  24054. static readonly FLIP_N_ROTATE_TILE: number;
  24055. /**
  24056. * Mesh pattern setting : rotate pattern and rotate
  24057. */
  24058. static readonly FLIP_N_ROTATE_ROW: number;
  24059. /**
  24060. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24061. */
  24062. static readonly CENTER: number;
  24063. /**
  24064. * Mesh tile positioning : part tiles on left
  24065. */
  24066. static readonly LEFT: number;
  24067. /**
  24068. * Mesh tile positioning : part tiles on right
  24069. */
  24070. static readonly RIGHT: number;
  24071. /**
  24072. * Mesh tile positioning : part tiles on top
  24073. */
  24074. static readonly TOP: number;
  24075. /**
  24076. * Mesh tile positioning : part tiles on bottom
  24077. */
  24078. static readonly BOTTOM: number;
  24079. /**
  24080. * Gets the default side orientation.
  24081. * @param orientation the orientation to value to attempt to get
  24082. * @returns the default orientation
  24083. * @hidden
  24084. */
  24085. static _GetDefaultSideOrientation(orientation?: number): number;
  24086. private _internalMeshDataInfo;
  24087. /**
  24088. * An event triggered before rendering the mesh
  24089. */
  24090. readonly onBeforeRenderObservable: Observable<Mesh>;
  24091. /**
  24092. * An event triggered before binding the mesh
  24093. */
  24094. readonly onBeforeBindObservable: Observable<Mesh>;
  24095. /**
  24096. * An event triggered after rendering the mesh
  24097. */
  24098. readonly onAfterRenderObservable: Observable<Mesh>;
  24099. /**
  24100. * An event triggered before drawing the mesh
  24101. */
  24102. readonly onBeforeDrawObservable: Observable<Mesh>;
  24103. private _onBeforeDrawObserver;
  24104. /**
  24105. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24106. */
  24107. onBeforeDraw: () => void;
  24108. readonly hasInstances: boolean;
  24109. /**
  24110. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24111. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24112. */
  24113. delayLoadState: number;
  24114. /**
  24115. * Gets the list of instances created from this mesh
  24116. * it is not supposed to be modified manually.
  24117. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24118. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24119. */
  24120. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24121. /**
  24122. * Gets the file containing delay loading data for this mesh
  24123. */
  24124. delayLoadingFile: string;
  24125. /** @hidden */
  24126. _binaryInfo: any;
  24127. /**
  24128. * User defined function used to change how LOD level selection is done
  24129. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24130. */
  24131. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24132. /**
  24133. * Gets or sets the morph target manager
  24134. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24135. */
  24136. morphTargetManager: Nullable<MorphTargetManager>;
  24137. /** @hidden */
  24138. _creationDataStorage: Nullable<_CreationDataStorage>;
  24139. /** @hidden */
  24140. _geometry: Nullable<Geometry>;
  24141. /** @hidden */
  24142. _delayInfo: Array<string>;
  24143. /** @hidden */
  24144. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24145. /** @hidden */
  24146. _instanceDataStorage: _InstanceDataStorage;
  24147. private _effectiveMaterial;
  24148. /** @hidden */
  24149. _shouldGenerateFlatShading: boolean;
  24150. /** @hidden */
  24151. _originalBuilderSideOrientation: number;
  24152. /**
  24153. * Use this property to change the original side orientation defined at construction time
  24154. */
  24155. overrideMaterialSideOrientation: Nullable<number>;
  24156. /**
  24157. * Gets the source mesh (the one used to clone this one from)
  24158. */
  24159. readonly source: Nullable<Mesh>;
  24160. /**
  24161. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24162. */
  24163. isUnIndexed: boolean;
  24164. /**
  24165. * @constructor
  24166. * @param name The value used by scene.getMeshByName() to do a lookup.
  24167. * @param scene The scene to add this mesh to.
  24168. * @param parent The parent of this mesh, if it has one
  24169. * @param source An optional Mesh from which geometry is shared, cloned.
  24170. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24171. * When false, achieved by calling a clone(), also passing False.
  24172. * This will make creation of children, recursive.
  24173. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24174. */
  24175. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24176. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  24177. /**
  24178. * Gets the class name
  24179. * @returns the string "Mesh".
  24180. */
  24181. getClassName(): string;
  24182. /** @hidden */
  24183. readonly _isMesh: boolean;
  24184. /**
  24185. * Returns a description of this mesh
  24186. * @param fullDetails define if full details about this mesh must be used
  24187. * @returns a descriptive string representing this mesh
  24188. */
  24189. toString(fullDetails?: boolean): string;
  24190. /** @hidden */
  24191. _unBindEffect(): void;
  24192. /**
  24193. * Gets a boolean indicating if this mesh has LOD
  24194. */
  24195. readonly hasLODLevels: boolean;
  24196. /**
  24197. * Gets the list of MeshLODLevel associated with the current mesh
  24198. * @returns an array of MeshLODLevel
  24199. */
  24200. getLODLevels(): MeshLODLevel[];
  24201. private _sortLODLevels;
  24202. /**
  24203. * Add a mesh as LOD level triggered at the given distance.
  24204. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24205. * @param distance The distance from the center of the object to show this level
  24206. * @param mesh The mesh to be added as LOD level (can be null)
  24207. * @return This mesh (for chaining)
  24208. */
  24209. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24210. /**
  24211. * Returns the LOD level mesh at the passed distance or null if not found.
  24212. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24213. * @param distance The distance from the center of the object to show this level
  24214. * @returns a Mesh or `null`
  24215. */
  24216. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24217. /**
  24218. * Remove a mesh from the LOD array
  24219. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24220. * @param mesh defines the mesh to be removed
  24221. * @return This mesh (for chaining)
  24222. */
  24223. removeLODLevel(mesh: Mesh): Mesh;
  24224. /**
  24225. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24226. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24227. * @param camera defines the camera to use to compute distance
  24228. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24229. * @return This mesh (for chaining)
  24230. */
  24231. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24232. /**
  24233. * Gets the mesh internal Geometry object
  24234. */
  24235. readonly geometry: Nullable<Geometry>;
  24236. /**
  24237. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24238. * @returns the total number of vertices
  24239. */
  24240. getTotalVertices(): number;
  24241. /**
  24242. * Returns the content of an associated vertex buffer
  24243. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24244. * - VertexBuffer.PositionKind
  24245. * - VertexBuffer.UVKind
  24246. * - VertexBuffer.UV2Kind
  24247. * - VertexBuffer.UV3Kind
  24248. * - VertexBuffer.UV4Kind
  24249. * - VertexBuffer.UV5Kind
  24250. * - VertexBuffer.UV6Kind
  24251. * - VertexBuffer.ColorKind
  24252. * - VertexBuffer.MatricesIndicesKind
  24253. * - VertexBuffer.MatricesIndicesExtraKind
  24254. * - VertexBuffer.MatricesWeightsKind
  24255. * - VertexBuffer.MatricesWeightsExtraKind
  24256. * @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
  24257. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24258. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24259. */
  24260. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24261. /**
  24262. * Returns the mesh VertexBuffer object from the requested `kind`
  24263. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24264. * - VertexBuffer.PositionKind
  24265. * - VertexBuffer.NormalKind
  24266. * - VertexBuffer.UVKind
  24267. * - VertexBuffer.UV2Kind
  24268. * - VertexBuffer.UV3Kind
  24269. * - VertexBuffer.UV4Kind
  24270. * - VertexBuffer.UV5Kind
  24271. * - VertexBuffer.UV6Kind
  24272. * - VertexBuffer.ColorKind
  24273. * - VertexBuffer.MatricesIndicesKind
  24274. * - VertexBuffer.MatricesIndicesExtraKind
  24275. * - VertexBuffer.MatricesWeightsKind
  24276. * - VertexBuffer.MatricesWeightsExtraKind
  24277. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24278. */
  24279. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24280. /**
  24281. * Tests if a specific vertex buffer is associated with this mesh
  24282. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24283. * - VertexBuffer.PositionKind
  24284. * - VertexBuffer.NormalKind
  24285. * - VertexBuffer.UVKind
  24286. * - VertexBuffer.UV2Kind
  24287. * - VertexBuffer.UV3Kind
  24288. * - VertexBuffer.UV4Kind
  24289. * - VertexBuffer.UV5Kind
  24290. * - VertexBuffer.UV6Kind
  24291. * - VertexBuffer.ColorKind
  24292. * - VertexBuffer.MatricesIndicesKind
  24293. * - VertexBuffer.MatricesIndicesExtraKind
  24294. * - VertexBuffer.MatricesWeightsKind
  24295. * - VertexBuffer.MatricesWeightsExtraKind
  24296. * @returns a boolean
  24297. */
  24298. isVerticesDataPresent(kind: string): boolean;
  24299. /**
  24300. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24301. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24302. * - VertexBuffer.PositionKind
  24303. * - VertexBuffer.UVKind
  24304. * - VertexBuffer.UV2Kind
  24305. * - VertexBuffer.UV3Kind
  24306. * - VertexBuffer.UV4Kind
  24307. * - VertexBuffer.UV5Kind
  24308. * - VertexBuffer.UV6Kind
  24309. * - VertexBuffer.ColorKind
  24310. * - VertexBuffer.MatricesIndicesKind
  24311. * - VertexBuffer.MatricesIndicesExtraKind
  24312. * - VertexBuffer.MatricesWeightsKind
  24313. * - VertexBuffer.MatricesWeightsExtraKind
  24314. * @returns a boolean
  24315. */
  24316. isVertexBufferUpdatable(kind: string): boolean;
  24317. /**
  24318. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24319. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24320. * - VertexBuffer.PositionKind
  24321. * - VertexBuffer.NormalKind
  24322. * - VertexBuffer.UVKind
  24323. * - VertexBuffer.UV2Kind
  24324. * - VertexBuffer.UV3Kind
  24325. * - VertexBuffer.UV4Kind
  24326. * - VertexBuffer.UV5Kind
  24327. * - VertexBuffer.UV6Kind
  24328. * - VertexBuffer.ColorKind
  24329. * - VertexBuffer.MatricesIndicesKind
  24330. * - VertexBuffer.MatricesIndicesExtraKind
  24331. * - VertexBuffer.MatricesWeightsKind
  24332. * - VertexBuffer.MatricesWeightsExtraKind
  24333. * @returns an array of strings
  24334. */
  24335. getVerticesDataKinds(): string[];
  24336. /**
  24337. * Returns a positive integer : the total number of indices in this mesh geometry.
  24338. * @returns the numner of indices or zero if the mesh has no geometry.
  24339. */
  24340. getTotalIndices(): number;
  24341. /**
  24342. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24343. * @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.
  24344. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24345. * @returns the indices array or an empty array if the mesh has no geometry
  24346. */
  24347. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24348. readonly isBlocked: boolean;
  24349. /**
  24350. * Determine if the current mesh is ready to be rendered
  24351. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24352. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24353. * @returns true if all associated assets are ready (material, textures, shaders)
  24354. */
  24355. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24356. /**
  24357. * 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.
  24358. */
  24359. readonly areNormalsFrozen: boolean;
  24360. /**
  24361. * 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.
  24362. * @returns the current mesh
  24363. */
  24364. freezeNormals(): Mesh;
  24365. /**
  24366. * 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
  24367. * @returns the current mesh
  24368. */
  24369. unfreezeNormals(): Mesh;
  24370. /**
  24371. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24372. */
  24373. overridenInstanceCount: number;
  24374. /** @hidden */
  24375. _preActivate(): Mesh;
  24376. /** @hidden */
  24377. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24378. /** @hidden */
  24379. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24380. /**
  24381. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24382. * This means the mesh underlying bounding box and sphere are recomputed.
  24383. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24384. * @returns the current mesh
  24385. */
  24386. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24387. /** @hidden */
  24388. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24389. /**
  24390. * This function will subdivide the mesh into multiple submeshes
  24391. * @param count defines the expected number of submeshes
  24392. */
  24393. subdivide(count: number): void;
  24394. /**
  24395. * Copy a FloatArray into a specific associated vertex buffer
  24396. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24397. * - VertexBuffer.PositionKind
  24398. * - VertexBuffer.UVKind
  24399. * - VertexBuffer.UV2Kind
  24400. * - VertexBuffer.UV3Kind
  24401. * - VertexBuffer.UV4Kind
  24402. * - VertexBuffer.UV5Kind
  24403. * - VertexBuffer.UV6Kind
  24404. * - VertexBuffer.ColorKind
  24405. * - VertexBuffer.MatricesIndicesKind
  24406. * - VertexBuffer.MatricesIndicesExtraKind
  24407. * - VertexBuffer.MatricesWeightsKind
  24408. * - VertexBuffer.MatricesWeightsExtraKind
  24409. * @param data defines the data source
  24410. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24411. * @param stride defines the data stride size (can be null)
  24412. * @returns the current mesh
  24413. */
  24414. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24415. /**
  24416. * Flags an associated vertex buffer as updatable
  24417. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24418. * - VertexBuffer.PositionKind
  24419. * - VertexBuffer.UVKind
  24420. * - VertexBuffer.UV2Kind
  24421. * - VertexBuffer.UV3Kind
  24422. * - VertexBuffer.UV4Kind
  24423. * - VertexBuffer.UV5Kind
  24424. * - VertexBuffer.UV6Kind
  24425. * - VertexBuffer.ColorKind
  24426. * - VertexBuffer.MatricesIndicesKind
  24427. * - VertexBuffer.MatricesIndicesExtraKind
  24428. * - VertexBuffer.MatricesWeightsKind
  24429. * - VertexBuffer.MatricesWeightsExtraKind
  24430. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24431. */
  24432. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24433. /**
  24434. * Sets the mesh global Vertex Buffer
  24435. * @param buffer defines the buffer to use
  24436. * @returns the current mesh
  24437. */
  24438. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24439. /**
  24440. * Update a specific associated vertex buffer
  24441. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24442. * - VertexBuffer.PositionKind
  24443. * - VertexBuffer.UVKind
  24444. * - VertexBuffer.UV2Kind
  24445. * - VertexBuffer.UV3Kind
  24446. * - VertexBuffer.UV4Kind
  24447. * - VertexBuffer.UV5Kind
  24448. * - VertexBuffer.UV6Kind
  24449. * - VertexBuffer.ColorKind
  24450. * - VertexBuffer.MatricesIndicesKind
  24451. * - VertexBuffer.MatricesIndicesExtraKind
  24452. * - VertexBuffer.MatricesWeightsKind
  24453. * - VertexBuffer.MatricesWeightsExtraKind
  24454. * @param data defines the data source
  24455. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24456. * @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)
  24457. * @returns the current mesh
  24458. */
  24459. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24460. /**
  24461. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24462. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24463. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24464. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24465. * @returns the current mesh
  24466. */
  24467. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24468. /**
  24469. * Creates a un-shared specific occurence of the geometry for the mesh.
  24470. * @returns the current mesh
  24471. */
  24472. makeGeometryUnique(): Mesh;
  24473. /**
  24474. * Set the index buffer of this mesh
  24475. * @param indices defines the source data
  24476. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24477. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24478. * @returns the current mesh
  24479. */
  24480. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24481. /**
  24482. * Update the current index buffer
  24483. * @param indices defines the source data
  24484. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24485. * @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)
  24486. * @returns the current mesh
  24487. */
  24488. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  24489. /**
  24490. * Invert the geometry to move from a right handed system to a left handed one.
  24491. * @returns the current mesh
  24492. */
  24493. toLeftHanded(): Mesh;
  24494. /** @hidden */
  24495. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24496. /** @hidden */
  24497. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24498. /**
  24499. * Registers for this mesh a javascript function called just before the rendering process
  24500. * @param func defines the function to call before rendering this mesh
  24501. * @returns the current mesh
  24502. */
  24503. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24504. /**
  24505. * Disposes a previously registered javascript function called before the rendering
  24506. * @param func defines the function to remove
  24507. * @returns the current mesh
  24508. */
  24509. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24510. /**
  24511. * Registers for this mesh a javascript function called just after the rendering is complete
  24512. * @param func defines the function to call after rendering this mesh
  24513. * @returns the current mesh
  24514. */
  24515. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24516. /**
  24517. * Disposes a previously registered javascript function called after the rendering.
  24518. * @param func defines the function to remove
  24519. * @returns the current mesh
  24520. */
  24521. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24522. /** @hidden */
  24523. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24524. /** @hidden */
  24525. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24526. /** @hidden */
  24527. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24528. /** @hidden */
  24529. _rebuild(): void;
  24530. /** @hidden */
  24531. _freeze(): void;
  24532. /** @hidden */
  24533. _unFreeze(): void;
  24534. /**
  24535. * 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
  24536. * @param subMesh defines the subMesh to render
  24537. * @param enableAlphaMode defines if alpha mode can be changed
  24538. * @returns the current mesh
  24539. */
  24540. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24541. private _onBeforeDraw;
  24542. /**
  24543. * Renormalize the mesh and patch it up if there are no weights
  24544. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24545. * However in the case of zero weights then we set just a single influence to 1.
  24546. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24547. */
  24548. cleanMatrixWeights(): void;
  24549. private normalizeSkinFourWeights;
  24550. private normalizeSkinWeightsAndExtra;
  24551. /**
  24552. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24553. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24554. * the user know there was an issue with importing the mesh
  24555. * @returns a validation object with skinned, valid and report string
  24556. */
  24557. validateSkinning(): {
  24558. skinned: boolean;
  24559. valid: boolean;
  24560. report: string;
  24561. };
  24562. /** @hidden */
  24563. _checkDelayState(): Mesh;
  24564. private _queueLoad;
  24565. /**
  24566. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24567. * A mesh is in the frustum if its bounding box intersects the frustum
  24568. * @param frustumPlanes defines the frustum to test
  24569. * @returns true if the mesh is in the frustum planes
  24570. */
  24571. isInFrustum(frustumPlanes: Plane[]): boolean;
  24572. /**
  24573. * Sets the mesh material by the material or multiMaterial `id` property
  24574. * @param id is a string identifying the material or the multiMaterial
  24575. * @returns the current mesh
  24576. */
  24577. setMaterialByID(id: string): Mesh;
  24578. /**
  24579. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24580. * @returns an array of IAnimatable
  24581. */
  24582. getAnimatables(): IAnimatable[];
  24583. /**
  24584. * Modifies the mesh geometry according to the passed transformation matrix.
  24585. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24586. * The mesh normals are modified using the same transformation.
  24587. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24588. * @param transform defines the transform matrix to use
  24589. * @see http://doc.babylonjs.com/resources/baking_transformations
  24590. * @returns the current mesh
  24591. */
  24592. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24593. /**
  24594. * Modifies the mesh geometry according to its own current World Matrix.
  24595. * The mesh World Matrix is then reset.
  24596. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24597. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24598. * @see http://doc.babylonjs.com/resources/baking_transformations
  24599. * @returns the current mesh
  24600. */
  24601. bakeCurrentTransformIntoVertices(): Mesh;
  24602. /** @hidden */
  24603. readonly _positions: Nullable<Vector3[]>;
  24604. /** @hidden */
  24605. _resetPointsArrayCache(): Mesh;
  24606. /** @hidden */
  24607. _generatePointsArray(): boolean;
  24608. /**
  24609. * Returns a new Mesh object generated from the current mesh properties.
  24610. * This method must not get confused with createInstance()
  24611. * @param name is a string, the name given to the new mesh
  24612. * @param newParent can be any Node object (default `null`)
  24613. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24614. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24615. * @returns a new mesh
  24616. */
  24617. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  24618. /**
  24619. * Releases resources associated with this mesh.
  24620. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24621. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24622. */
  24623. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24624. /**
  24625. * Modifies the mesh geometry according to a displacement map.
  24626. * 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.
  24627. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24628. * @param url is a string, the URL from the image file is to be downloaded.
  24629. * @param minHeight is the lower limit of the displacement.
  24630. * @param maxHeight is the upper limit of the displacement.
  24631. * @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.
  24632. * @param uvOffset is an optional vector2 used to offset UV.
  24633. * @param uvScale is an optional vector2 used to scale UV.
  24634. * @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.
  24635. * @returns the Mesh.
  24636. */
  24637. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24638. /**
  24639. * Modifies the mesh geometry according to a displacementMap buffer.
  24640. * 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.
  24641. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24642. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24643. * @param heightMapWidth is the width of the buffer image.
  24644. * @param heightMapHeight is the height of the buffer image.
  24645. * @param minHeight is the lower limit of the displacement.
  24646. * @param maxHeight is the upper limit of the displacement.
  24647. * @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.
  24648. * @param uvOffset is an optional vector2 used to offset UV.
  24649. * @param uvScale is an optional vector2 used to scale UV.
  24650. * @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.
  24651. * @returns the Mesh.
  24652. */
  24653. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24654. /**
  24655. * Modify the mesh to get a flat shading rendering.
  24656. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24657. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24658. * @returns current mesh
  24659. */
  24660. convertToFlatShadedMesh(): Mesh;
  24661. /**
  24662. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24663. * In other words, more vertices, no more indices and a single bigger VBO.
  24664. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24665. * @returns current mesh
  24666. */
  24667. convertToUnIndexedMesh(): Mesh;
  24668. /**
  24669. * Inverses facet orientations.
  24670. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24671. * @param flipNormals will also inverts the normals
  24672. * @returns current mesh
  24673. */
  24674. flipFaces(flipNormals?: boolean): Mesh;
  24675. /**
  24676. * Increase the number of facets and hence vertices in a mesh
  24677. * Vertex normals are interpolated from existing vertex normals
  24678. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24679. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24680. */
  24681. increaseVertices(numberPerEdge: number): void;
  24682. /**
  24683. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24684. * This will undo any application of covertToFlatShadedMesh
  24685. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24686. */
  24687. forceSharedVertices(): void;
  24688. /** @hidden */
  24689. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24690. /** @hidden */
  24691. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24692. /**
  24693. * Creates a new InstancedMesh object from the mesh model.
  24694. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24695. * @param name defines the name of the new instance
  24696. * @returns a new InstancedMesh
  24697. */
  24698. createInstance(name: string): InstancedMesh;
  24699. /**
  24700. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24701. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24702. * @returns the current mesh
  24703. */
  24704. synchronizeInstances(): Mesh;
  24705. /**
  24706. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24707. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24708. * This should be used together with the simplification to avoid disappearing triangles.
  24709. * @param successCallback an optional success callback to be called after the optimization finished.
  24710. * @returns the current mesh
  24711. */
  24712. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24713. /**
  24714. * Serialize current mesh
  24715. * @param serializationObject defines the object which will receive the serialization data
  24716. */
  24717. serialize(serializationObject: any): void;
  24718. /** @hidden */
  24719. _syncGeometryWithMorphTargetManager(): void;
  24720. /** @hidden */
  24721. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24722. /**
  24723. * Returns a new Mesh object parsed from the source provided.
  24724. * @param parsedMesh is the source
  24725. * @param scene defines the hosting scene
  24726. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24727. * @returns a new Mesh
  24728. */
  24729. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24730. /**
  24731. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24732. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24733. * @param name defines the name of the mesh to create
  24734. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24735. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24736. * @param closePath creates a seam between the first and the last points of each path of the path array
  24737. * @param offset is taken in account only if the `pathArray` is containing a single path
  24738. * @param scene defines the hosting scene
  24739. * @param updatable defines if the mesh must be flagged as updatable
  24740. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24741. * @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)
  24742. * @returns a new Mesh
  24743. */
  24744. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24745. /**
  24746. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24747. * @param name defines the name of the mesh to create
  24748. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24749. * @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
  24750. * @param scene defines the hosting scene
  24751. * @param updatable defines if the mesh must be flagged as updatable
  24752. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24753. * @returns a new Mesh
  24754. */
  24755. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24756. /**
  24757. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24758. * @param name defines the name of the mesh to create
  24759. * @param size sets the size (float) of each box side (default 1)
  24760. * @param scene defines the hosting scene
  24761. * @param updatable defines if the mesh must be flagged as updatable
  24762. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24763. * @returns a new Mesh
  24764. */
  24765. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24766. /**
  24767. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24768. * @param name defines the name of the mesh to create
  24769. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24770. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24771. * @param scene defines the hosting scene
  24772. * @param updatable defines if the mesh must be flagged as updatable
  24773. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24774. * @returns a new Mesh
  24775. */
  24776. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24777. /**
  24778. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24779. * @param name defines the name of the mesh to create
  24780. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24781. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24782. * @param scene defines the hosting scene
  24783. * @returns a new Mesh
  24784. */
  24785. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24786. /**
  24787. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24788. * @param name defines the name of the mesh to create
  24789. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24790. * @param diameterTop set the top cap diameter (floats, default 1)
  24791. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24792. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24793. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24794. * @param scene defines the hosting scene
  24795. * @param updatable defines if the mesh must be flagged as updatable
  24796. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24797. * @returns a new Mesh
  24798. */
  24799. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24800. /**
  24801. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24802. * @param name defines the name of the mesh to create
  24803. * @param diameter sets the diameter size (float) of the torus (default 1)
  24804. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24805. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24806. * @param scene defines the hosting scene
  24807. * @param updatable defines if the mesh must be flagged as updatable
  24808. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24809. * @returns a new Mesh
  24810. */
  24811. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24812. /**
  24813. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24814. * @param name defines the name of the mesh to create
  24815. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24816. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24817. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24818. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24819. * @param p the number of windings on X axis (positive integers, default 2)
  24820. * @param q the number of windings on Y axis (positive integers, default 3)
  24821. * @param scene defines the hosting scene
  24822. * @param updatable defines if the mesh must be flagged as updatable
  24823. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24824. * @returns a new Mesh
  24825. */
  24826. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24827. /**
  24828. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24829. * @param name defines the name of the mesh to create
  24830. * @param points is an array successive Vector3
  24831. * @param scene defines the hosting scene
  24832. * @param updatable defines if the mesh must be flagged as updatable
  24833. * @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).
  24834. * @returns a new Mesh
  24835. */
  24836. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24837. /**
  24838. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24839. * @param name defines the name of the mesh to create
  24840. * @param points is an array successive Vector3
  24841. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24842. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24843. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24844. * @param scene defines the hosting scene
  24845. * @param updatable defines if the mesh must be flagged as updatable
  24846. * @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)
  24847. * @returns a new Mesh
  24848. */
  24849. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24850. /**
  24851. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24852. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24853. * 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.
  24854. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24855. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24856. * Remember you can only change the shape positions, not their number when updating a polygon.
  24857. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24858. * @param name defines the name of the mesh to create
  24859. * @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
  24860. * @param scene defines the hosting scene
  24861. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24862. * @param updatable defines if the mesh must be flagged as updatable
  24863. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24864. * @param earcutInjection can be used to inject your own earcut reference
  24865. * @returns a new Mesh
  24866. */
  24867. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24868. /**
  24869. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24870. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24871. * @param name defines the name of the mesh to create
  24872. * @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
  24873. * @param depth defines the height of extrusion
  24874. * @param scene defines the hosting scene
  24875. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24876. * @param updatable defines if the mesh must be flagged as updatable
  24877. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24878. * @param earcutInjection can be used to inject your own earcut reference
  24879. * @returns a new Mesh
  24880. */
  24881. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24882. /**
  24883. * Creates an extruded shape mesh.
  24884. * 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
  24885. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24886. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24887. * @param name defines the name of the mesh to create
  24888. * @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
  24889. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24890. * @param scale is the value to scale the shape
  24891. * @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
  24892. * @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
  24893. * @param scene defines the hosting scene
  24894. * @param updatable defines if the mesh must be flagged as updatable
  24895. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24896. * @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)
  24897. * @returns a new Mesh
  24898. */
  24899. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24900. /**
  24901. * Creates an custom extruded shape mesh.
  24902. * The custom extrusion is a parametric shape.
  24903. * It has no predefined shape. Its final shape will depend on the input parameters.
  24904. * Please consider using the same method from the MeshBuilder class instead
  24905. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24906. * @param name defines the name of the mesh to create
  24907. * @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
  24908. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24909. * @param scaleFunction is a custom Javascript function called on each path point
  24910. * @param rotationFunction is a custom Javascript function called on each path point
  24911. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24912. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24913. * @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
  24914. * @param scene defines the hosting scene
  24915. * @param updatable defines if the mesh must be flagged as updatable
  24916. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24917. * @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)
  24918. * @returns a new Mesh
  24919. */
  24920. 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;
  24921. /**
  24922. * Creates lathe mesh.
  24923. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24924. * Please consider using the same method from the MeshBuilder class instead
  24925. * @param name defines the name of the mesh to create
  24926. * @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
  24927. * @param radius is the radius value of the lathe
  24928. * @param tessellation is the side number of the lathe.
  24929. * @param scene defines the hosting scene
  24930. * @param updatable defines if the mesh must be flagged as updatable
  24931. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24932. * @returns a new Mesh
  24933. */
  24934. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24935. /**
  24936. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24937. * @param name defines the name of the mesh to create
  24938. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24939. * @param scene defines the hosting scene
  24940. * @param updatable defines if the mesh must be flagged as updatable
  24941. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24942. * @returns a new Mesh
  24943. */
  24944. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24945. /**
  24946. * Creates a ground mesh.
  24947. * Please consider using the same method from the MeshBuilder class instead
  24948. * @param name defines the name of the mesh to create
  24949. * @param width set the width of the ground
  24950. * @param height set the height of the ground
  24951. * @param subdivisions sets the number of subdivisions per side
  24952. * @param scene defines the hosting scene
  24953. * @param updatable defines if the mesh must be flagged as updatable
  24954. * @returns a new Mesh
  24955. */
  24956. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24957. /**
  24958. * Creates a tiled ground mesh.
  24959. * Please consider using the same method from the MeshBuilder class instead
  24960. * @param name defines the name of the mesh to create
  24961. * @param xmin set the ground minimum X coordinate
  24962. * @param zmin set the ground minimum Y coordinate
  24963. * @param xmax set the ground maximum X coordinate
  24964. * @param zmax set the ground maximum Z coordinate
  24965. * @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
  24966. * @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
  24967. * @param scene defines the hosting scene
  24968. * @param updatable defines if the mesh must be flagged as updatable
  24969. * @returns a new Mesh
  24970. */
  24971. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24972. w: number;
  24973. h: number;
  24974. }, precision: {
  24975. w: number;
  24976. h: number;
  24977. }, scene: Scene, updatable?: boolean): Mesh;
  24978. /**
  24979. * Creates a ground mesh from a height map.
  24980. * Please consider using the same method from the MeshBuilder class instead
  24981. * @see http://doc.babylonjs.com/babylon101/height_map
  24982. * @param name defines the name of the mesh to create
  24983. * @param url sets the URL of the height map image resource
  24984. * @param width set the ground width size
  24985. * @param height set the ground height size
  24986. * @param subdivisions sets the number of subdivision per side
  24987. * @param minHeight is the minimum altitude on the ground
  24988. * @param maxHeight is the maximum altitude on the ground
  24989. * @param scene defines the hosting scene
  24990. * @param updatable defines if the mesh must be flagged as updatable
  24991. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24992. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24993. * @returns a new Mesh
  24994. */
  24995. 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;
  24996. /**
  24997. * Creates a tube mesh.
  24998. * The tube is a parametric shape.
  24999. * It has no predefined shape. Its final shape will depend on the input parameters.
  25000. * Please consider using the same method from the MeshBuilder class instead
  25001. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25002. * @param name defines the name of the mesh to create
  25003. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25004. * @param radius sets the tube radius size
  25005. * @param tessellation is the number of sides on the tubular surface
  25006. * @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
  25007. * @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
  25008. * @param scene defines the hosting scene
  25009. * @param updatable defines if the mesh must be flagged as updatable
  25010. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25011. * @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)
  25012. * @returns a new Mesh
  25013. */
  25014. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25015. (i: number, distance: number): number;
  25016. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25017. /**
  25018. * Creates a polyhedron mesh.
  25019. * Please consider using the same method from the MeshBuilder class instead.
  25020. * * 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
  25021. * * The parameter `size` (positive float, default 1) sets the polygon size
  25022. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25023. * * 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`
  25024. * * 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
  25025. * * 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)`)
  25026. * * 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
  25027. * * 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
  25028. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25029. * * 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
  25030. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25031. * @param name defines the name of the mesh to create
  25032. * @param options defines the options used to create the mesh
  25033. * @param scene defines the hosting scene
  25034. * @returns a new Mesh
  25035. */
  25036. static CreatePolyhedron(name: string, options: {
  25037. type?: number;
  25038. size?: number;
  25039. sizeX?: number;
  25040. sizeY?: number;
  25041. sizeZ?: number;
  25042. custom?: any;
  25043. faceUV?: Vector4[];
  25044. faceColors?: Color4[];
  25045. updatable?: boolean;
  25046. sideOrientation?: number;
  25047. }, scene: Scene): Mesh;
  25048. /**
  25049. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25050. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25051. * * 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`)
  25052. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25053. * * 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
  25054. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25055. * * 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
  25056. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25057. * @param name defines the name of the mesh
  25058. * @param options defines the options used to create the mesh
  25059. * @param scene defines the hosting scene
  25060. * @returns a new Mesh
  25061. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25062. */
  25063. static CreateIcoSphere(name: string, options: {
  25064. radius?: number;
  25065. flat?: boolean;
  25066. subdivisions?: number;
  25067. sideOrientation?: number;
  25068. updatable?: boolean;
  25069. }, scene: Scene): Mesh;
  25070. /**
  25071. * Creates a decal mesh.
  25072. * Please consider using the same method from the MeshBuilder class instead.
  25073. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25074. * @param name defines the name of the mesh
  25075. * @param sourceMesh defines the mesh receiving the decal
  25076. * @param position sets the position of the decal in world coordinates
  25077. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25078. * @param size sets the decal scaling
  25079. * @param angle sets the angle to rotate the decal
  25080. * @returns a new Mesh
  25081. */
  25082. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25083. /**
  25084. * Prepare internal position array for software CPU skinning
  25085. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25086. */
  25087. setPositionsForCPUSkinning(): Float32Array;
  25088. /**
  25089. * Prepare internal normal array for software CPU skinning
  25090. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25091. */
  25092. setNormalsForCPUSkinning(): Float32Array;
  25093. /**
  25094. * Updates the vertex buffer by applying transformation from the bones
  25095. * @param skeleton defines the skeleton to apply to current mesh
  25096. * @returns the current mesh
  25097. */
  25098. applySkeleton(skeleton: Skeleton): Mesh;
  25099. /**
  25100. * 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
  25101. * @param meshes defines the list of meshes to scan
  25102. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25103. */
  25104. static MinMax(meshes: AbstractMesh[]): {
  25105. min: Vector3;
  25106. max: Vector3;
  25107. };
  25108. /**
  25109. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25110. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25111. * @returns a vector3
  25112. */
  25113. static Center(meshesOrMinMaxVector: {
  25114. min: Vector3;
  25115. max: Vector3;
  25116. } | AbstractMesh[]): Vector3;
  25117. /**
  25118. * Merge the array of meshes into a single mesh for performance reasons.
  25119. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25120. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25121. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25122. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25123. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25124. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25125. * @returns a new mesh
  25126. */
  25127. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25128. /** @hidden */
  25129. addInstance(instance: InstancedMesh): void;
  25130. /** @hidden */
  25131. removeInstance(instance: InstancedMesh): void;
  25132. }
  25133. }
  25134. declare module "babylonjs/Cameras/camera" {
  25135. import { SmartArray } from "babylonjs/Misc/smartArray";
  25136. import { Observable } from "babylonjs/Misc/observable";
  25137. import { Nullable } from "babylonjs/types";
  25138. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25139. import { Scene } from "babylonjs/scene";
  25140. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25141. import { Node } from "babylonjs/node";
  25142. import { Mesh } from "babylonjs/Meshes/mesh";
  25143. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25144. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25145. import { Viewport } from "babylonjs/Maths/math.viewport";
  25146. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25147. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25148. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25149. import { Ray } from "babylonjs/Culling/ray";
  25150. /**
  25151. * This is the base class of all the camera used in the application.
  25152. * @see http://doc.babylonjs.com/features/cameras
  25153. */
  25154. export class Camera extends Node {
  25155. /** @hidden */
  25156. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25157. /**
  25158. * This is the default projection mode used by the cameras.
  25159. * It helps recreating a feeling of perspective and better appreciate depth.
  25160. * This is the best way to simulate real life cameras.
  25161. */
  25162. static readonly PERSPECTIVE_CAMERA: number;
  25163. /**
  25164. * This helps creating camera with an orthographic mode.
  25165. * 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.
  25166. */
  25167. static readonly ORTHOGRAPHIC_CAMERA: number;
  25168. /**
  25169. * This is the default FOV mode for perspective cameras.
  25170. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25171. */
  25172. static readonly FOVMODE_VERTICAL_FIXED: number;
  25173. /**
  25174. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25175. */
  25176. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25177. /**
  25178. * This specifies ther is no need for a camera rig.
  25179. * Basically only one eye is rendered corresponding to the camera.
  25180. */
  25181. static readonly RIG_MODE_NONE: number;
  25182. /**
  25183. * Simulates a camera Rig with one blue eye and one red eye.
  25184. * This can be use with 3d blue and red glasses.
  25185. */
  25186. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25187. /**
  25188. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25189. */
  25190. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25191. /**
  25192. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25193. */
  25194. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25195. /**
  25196. * Defines that both eyes of the camera will be rendered over under each other.
  25197. */
  25198. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25199. /**
  25200. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25201. */
  25202. static readonly RIG_MODE_VR: number;
  25203. /**
  25204. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25205. */
  25206. static readonly RIG_MODE_WEBVR: number;
  25207. /**
  25208. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25209. */
  25210. static readonly RIG_MODE_CUSTOM: number;
  25211. /**
  25212. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25213. */
  25214. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25215. /**
  25216. * Define the input manager associated with the camera.
  25217. */
  25218. inputs: CameraInputsManager<Camera>;
  25219. /** @hidden */
  25220. _position: Vector3;
  25221. /**
  25222. * Define the current local position of the camera in the scene
  25223. */
  25224. position: Vector3;
  25225. /**
  25226. * The vector the camera should consider as up.
  25227. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25228. */
  25229. upVector: Vector3;
  25230. /**
  25231. * Define the current limit on the left side for an orthographic camera
  25232. * In scene unit
  25233. */
  25234. orthoLeft: Nullable<number>;
  25235. /**
  25236. * Define the current limit on the right side for an orthographic camera
  25237. * In scene unit
  25238. */
  25239. orthoRight: Nullable<number>;
  25240. /**
  25241. * Define the current limit on the bottom side for an orthographic camera
  25242. * In scene unit
  25243. */
  25244. orthoBottom: Nullable<number>;
  25245. /**
  25246. * Define the current limit on the top side for an orthographic camera
  25247. * In scene unit
  25248. */
  25249. orthoTop: Nullable<number>;
  25250. /**
  25251. * Field Of View is set in Radians. (default is 0.8)
  25252. */
  25253. fov: number;
  25254. /**
  25255. * Define the minimum distance the camera can see from.
  25256. * This is important to note that the depth buffer are not infinite and the closer it starts
  25257. * the more your scene might encounter depth fighting issue.
  25258. */
  25259. minZ: number;
  25260. /**
  25261. * Define the maximum distance the camera can see to.
  25262. * This is important to note that the depth buffer are not infinite and the further it end
  25263. * the more your scene might encounter depth fighting issue.
  25264. */
  25265. maxZ: number;
  25266. /**
  25267. * Define the default inertia of the camera.
  25268. * This helps giving a smooth feeling to the camera movement.
  25269. */
  25270. inertia: number;
  25271. /**
  25272. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25273. */
  25274. mode: number;
  25275. /**
  25276. * Define wether the camera is intermediate.
  25277. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25278. */
  25279. isIntermediate: boolean;
  25280. /**
  25281. * Define the viewport of the camera.
  25282. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25283. */
  25284. viewport: Viewport;
  25285. /**
  25286. * Restricts the camera to viewing objects with the same layerMask.
  25287. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25288. */
  25289. layerMask: number;
  25290. /**
  25291. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25292. */
  25293. fovMode: number;
  25294. /**
  25295. * Rig mode of the camera.
  25296. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25297. * This is normally controlled byt the camera themselves as internal use.
  25298. */
  25299. cameraRigMode: number;
  25300. /**
  25301. * Defines the distance between both "eyes" in case of a RIG
  25302. */
  25303. interaxialDistance: number;
  25304. /**
  25305. * Defines if stereoscopic rendering is done side by side or over under.
  25306. */
  25307. isStereoscopicSideBySide: boolean;
  25308. /**
  25309. * 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
  25310. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25311. * else in the scene. (Eg. security camera)
  25312. *
  25313. * 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)
  25314. */
  25315. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25316. /**
  25317. * When set, the camera will render to this render target instead of the default canvas
  25318. *
  25319. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25320. */
  25321. outputRenderTarget: Nullable<RenderTargetTexture>;
  25322. /**
  25323. * Observable triggered when the camera view matrix has changed.
  25324. */
  25325. onViewMatrixChangedObservable: Observable<Camera>;
  25326. /**
  25327. * Observable triggered when the camera Projection matrix has changed.
  25328. */
  25329. onProjectionMatrixChangedObservable: Observable<Camera>;
  25330. /**
  25331. * Observable triggered when the inputs have been processed.
  25332. */
  25333. onAfterCheckInputsObservable: Observable<Camera>;
  25334. /**
  25335. * Observable triggered when reset has been called and applied to the camera.
  25336. */
  25337. onRestoreStateObservable: Observable<Camera>;
  25338. /** @hidden */
  25339. _cameraRigParams: any;
  25340. /** @hidden */
  25341. _rigCameras: Camera[];
  25342. /** @hidden */
  25343. _rigPostProcess: Nullable<PostProcess>;
  25344. protected _webvrViewMatrix: Matrix;
  25345. /** @hidden */
  25346. _skipRendering: boolean;
  25347. /** @hidden */
  25348. _projectionMatrix: Matrix;
  25349. /** @hidden */
  25350. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25351. /** @hidden */
  25352. _activeMeshes: SmartArray<AbstractMesh>;
  25353. protected _globalPosition: Vector3;
  25354. /** @hidden */
  25355. _computedViewMatrix: Matrix;
  25356. private _doNotComputeProjectionMatrix;
  25357. private _transformMatrix;
  25358. private _frustumPlanes;
  25359. private _refreshFrustumPlanes;
  25360. private _storedFov;
  25361. private _stateStored;
  25362. /**
  25363. * Instantiates a new camera object.
  25364. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25365. * @see http://doc.babylonjs.com/features/cameras
  25366. * @param name Defines the name of the camera in the scene
  25367. * @param position Defines the position of the camera
  25368. * @param scene Defines the scene the camera belongs too
  25369. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25370. */
  25371. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25372. /**
  25373. * Store current camera state (fov, position, etc..)
  25374. * @returns the camera
  25375. */
  25376. storeState(): Camera;
  25377. /**
  25378. * Restores the camera state values if it has been stored. You must call storeState() first
  25379. */
  25380. protected _restoreStateValues(): boolean;
  25381. /**
  25382. * Restored camera state. You must call storeState() first.
  25383. * @returns true if restored and false otherwise
  25384. */
  25385. restoreState(): boolean;
  25386. /**
  25387. * Gets the class name of the camera.
  25388. * @returns the class name
  25389. */
  25390. getClassName(): string;
  25391. /** @hidden */
  25392. readonly _isCamera: boolean;
  25393. /**
  25394. * Gets a string representation of the camera useful for debug purpose.
  25395. * @param fullDetails Defines that a more verboe level of logging is required
  25396. * @returns the string representation
  25397. */
  25398. toString(fullDetails?: boolean): string;
  25399. /**
  25400. * Gets the current world space position of the camera.
  25401. */
  25402. readonly globalPosition: Vector3;
  25403. /**
  25404. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25405. * @returns the active meshe list
  25406. */
  25407. getActiveMeshes(): SmartArray<AbstractMesh>;
  25408. /**
  25409. * Check wether a mesh is part of the current active mesh list of the camera
  25410. * @param mesh Defines the mesh to check
  25411. * @returns true if active, false otherwise
  25412. */
  25413. isActiveMesh(mesh: Mesh): boolean;
  25414. /**
  25415. * Is this camera ready to be used/rendered
  25416. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25417. * @return true if the camera is ready
  25418. */
  25419. isReady(completeCheck?: boolean): boolean;
  25420. /** @hidden */
  25421. _initCache(): void;
  25422. /** @hidden */
  25423. _updateCache(ignoreParentClass?: boolean): void;
  25424. /** @hidden */
  25425. _isSynchronized(): boolean;
  25426. /** @hidden */
  25427. _isSynchronizedViewMatrix(): boolean;
  25428. /** @hidden */
  25429. _isSynchronizedProjectionMatrix(): boolean;
  25430. /**
  25431. * Attach the input controls to a specific dom element to get the input from.
  25432. * @param element Defines the element the controls should be listened from
  25433. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25434. */
  25435. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25436. /**
  25437. * Detach the current controls from the specified dom element.
  25438. * @param element Defines the element to stop listening the inputs from
  25439. */
  25440. detachControl(element: HTMLElement): void;
  25441. /**
  25442. * Update the camera state according to the different inputs gathered during the frame.
  25443. */
  25444. update(): void;
  25445. /** @hidden */
  25446. _checkInputs(): void;
  25447. /** @hidden */
  25448. readonly rigCameras: Camera[];
  25449. /**
  25450. * Gets the post process used by the rig cameras
  25451. */
  25452. readonly rigPostProcess: Nullable<PostProcess>;
  25453. /**
  25454. * Internal, gets the first post proces.
  25455. * @returns the first post process to be run on this camera.
  25456. */
  25457. _getFirstPostProcess(): Nullable<PostProcess>;
  25458. private _cascadePostProcessesToRigCams;
  25459. /**
  25460. * Attach a post process to the camera.
  25461. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25462. * @param postProcess The post process to attach to the camera
  25463. * @param insertAt The position of the post process in case several of them are in use in the scene
  25464. * @returns the position the post process has been inserted at
  25465. */
  25466. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25467. /**
  25468. * Detach a post process to the camera.
  25469. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25470. * @param postProcess The post process to detach from the camera
  25471. */
  25472. detachPostProcess(postProcess: PostProcess): void;
  25473. /**
  25474. * Gets the current world matrix of the camera
  25475. */
  25476. getWorldMatrix(): Matrix;
  25477. /** @hidden */
  25478. _getViewMatrix(): Matrix;
  25479. /**
  25480. * Gets the current view matrix of the camera.
  25481. * @param force forces the camera to recompute the matrix without looking at the cached state
  25482. * @returns the view matrix
  25483. */
  25484. getViewMatrix(force?: boolean): Matrix;
  25485. /**
  25486. * Freeze the projection matrix.
  25487. * It will prevent the cache check of the camera projection compute and can speed up perf
  25488. * if no parameter of the camera are meant to change
  25489. * @param projection Defines manually a projection if necessary
  25490. */
  25491. freezeProjectionMatrix(projection?: Matrix): void;
  25492. /**
  25493. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25494. */
  25495. unfreezeProjectionMatrix(): void;
  25496. /**
  25497. * Gets the current projection matrix of the camera.
  25498. * @param force forces the camera to recompute the matrix without looking at the cached state
  25499. * @returns the projection matrix
  25500. */
  25501. getProjectionMatrix(force?: boolean): Matrix;
  25502. /**
  25503. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25504. * @returns a Matrix
  25505. */
  25506. getTransformationMatrix(): Matrix;
  25507. private _updateFrustumPlanes;
  25508. /**
  25509. * Checks if a cullable object (mesh...) is in the camera frustum
  25510. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25511. * @param target The object to check
  25512. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25513. * @returns true if the object is in frustum otherwise false
  25514. */
  25515. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25516. /**
  25517. * Checks if a cullable object (mesh...) is in the camera frustum
  25518. * Unlike isInFrustum this cheks the full bounding box
  25519. * @param target The object to check
  25520. * @returns true if the object is in frustum otherwise false
  25521. */
  25522. isCompletelyInFrustum(target: ICullable): boolean;
  25523. /**
  25524. * Gets a ray in the forward direction from the camera.
  25525. * @param length Defines the length of the ray to create
  25526. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25527. * @param origin Defines the start point of the ray which defaults to the camera position
  25528. * @returns the forward ray
  25529. */
  25530. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25531. /**
  25532. * Releases resources associated with this node.
  25533. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25534. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25535. */
  25536. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25537. /** @hidden */
  25538. _isLeftCamera: boolean;
  25539. /**
  25540. * Gets the left camera of a rig setup in case of Rigged Camera
  25541. */
  25542. readonly isLeftCamera: boolean;
  25543. /** @hidden */
  25544. _isRightCamera: boolean;
  25545. /**
  25546. * Gets the right camera of a rig setup in case of Rigged Camera
  25547. */
  25548. readonly isRightCamera: boolean;
  25549. /**
  25550. * Gets the left camera of a rig setup in case of Rigged Camera
  25551. */
  25552. readonly leftCamera: Nullable<FreeCamera>;
  25553. /**
  25554. * Gets the right camera of a rig setup in case of Rigged Camera
  25555. */
  25556. readonly rightCamera: Nullable<FreeCamera>;
  25557. /**
  25558. * Gets the left camera target of a rig setup in case of Rigged Camera
  25559. * @returns the target position
  25560. */
  25561. getLeftTarget(): Nullable<Vector3>;
  25562. /**
  25563. * Gets the right camera target of a rig setup in case of Rigged Camera
  25564. * @returns the target position
  25565. */
  25566. getRightTarget(): Nullable<Vector3>;
  25567. /**
  25568. * @hidden
  25569. */
  25570. setCameraRigMode(mode: number, rigParams: any): void;
  25571. /** @hidden */
  25572. static _setStereoscopicRigMode(camera: Camera): void;
  25573. /** @hidden */
  25574. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25575. /** @hidden */
  25576. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25577. /** @hidden */
  25578. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25579. /** @hidden */
  25580. _getVRProjectionMatrix(): Matrix;
  25581. protected _updateCameraRotationMatrix(): void;
  25582. protected _updateWebVRCameraRotationMatrix(): void;
  25583. /**
  25584. * This function MUST be overwritten by the different WebVR cameras available.
  25585. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25586. * @hidden
  25587. */
  25588. _getWebVRProjectionMatrix(): Matrix;
  25589. /**
  25590. * This function MUST be overwritten by the different WebVR cameras available.
  25591. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25592. * @hidden
  25593. */
  25594. _getWebVRViewMatrix(): Matrix;
  25595. /** @hidden */
  25596. setCameraRigParameter(name: string, value: any): void;
  25597. /**
  25598. * needs to be overridden by children so sub has required properties to be copied
  25599. * @hidden
  25600. */
  25601. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25602. /**
  25603. * May need to be overridden by children
  25604. * @hidden
  25605. */
  25606. _updateRigCameras(): void;
  25607. /** @hidden */
  25608. _setupInputs(): void;
  25609. /**
  25610. * Serialiaze the camera setup to a json represention
  25611. * @returns the JSON representation
  25612. */
  25613. serialize(): any;
  25614. /**
  25615. * Clones the current camera.
  25616. * @param name The cloned camera name
  25617. * @returns the cloned camera
  25618. */
  25619. clone(name: string): Camera;
  25620. /**
  25621. * Gets the direction of the camera relative to a given local axis.
  25622. * @param localAxis Defines the reference axis to provide a relative direction.
  25623. * @return the direction
  25624. */
  25625. getDirection(localAxis: Vector3): Vector3;
  25626. /**
  25627. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25628. * @param localAxis Defines the reference axis to provide a relative direction.
  25629. * @param result Defines the vector to store the result in
  25630. */
  25631. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25632. /**
  25633. * Gets a camera constructor for a given camera type
  25634. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25635. * @param name The name of the camera the result will be able to instantiate
  25636. * @param scene The scene the result will construct the camera in
  25637. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25638. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25639. * @returns a factory method to construc the camera
  25640. */
  25641. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25642. /**
  25643. * Compute the world matrix of the camera.
  25644. * @returns the camera workd matrix
  25645. */
  25646. computeWorldMatrix(): Matrix;
  25647. /**
  25648. * Parse a JSON and creates the camera from the parsed information
  25649. * @param parsedCamera The JSON to parse
  25650. * @param scene The scene to instantiate the camera in
  25651. * @returns the newly constructed camera
  25652. */
  25653. static Parse(parsedCamera: any, scene: Scene): Camera;
  25654. }
  25655. }
  25656. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25657. import { Nullable } from "babylonjs/types";
  25658. import { Scene } from "babylonjs/scene";
  25659. import { Vector4 } from "babylonjs/Maths/math.vector";
  25660. import { Mesh } from "babylonjs/Meshes/mesh";
  25661. /**
  25662. * Class containing static functions to help procedurally build meshes
  25663. */
  25664. export class DiscBuilder {
  25665. /**
  25666. * Creates a plane polygonal mesh. By default, this is a disc
  25667. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25668. * * 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
  25669. * * 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
  25670. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25671. * * 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
  25672. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25673. * @param name defines the name of the mesh
  25674. * @param options defines the options used to create the mesh
  25675. * @param scene defines the hosting scene
  25676. * @returns the plane polygonal mesh
  25677. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25678. */
  25679. static CreateDisc(name: string, options: {
  25680. radius?: number;
  25681. tessellation?: number;
  25682. arc?: number;
  25683. updatable?: boolean;
  25684. sideOrientation?: number;
  25685. frontUVs?: Vector4;
  25686. backUVs?: Vector4;
  25687. }, scene?: Nullable<Scene>): Mesh;
  25688. }
  25689. }
  25690. declare module "babylonjs/Particles/solidParticleSystem" {
  25691. import { Vector3 } from "babylonjs/Maths/math.vector";
  25692. import { Mesh } from "babylonjs/Meshes/mesh";
  25693. import { Scene, IDisposable } from "babylonjs/scene";
  25694. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25695. /**
  25696. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25697. *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.
  25698. * The SPS is also a particle system. It provides some methods to manage the particles.
  25699. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25700. *
  25701. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25702. */
  25703. export class SolidParticleSystem implements IDisposable {
  25704. /**
  25705. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25706. * Example : var p = SPS.particles[i];
  25707. */
  25708. particles: SolidParticle[];
  25709. /**
  25710. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25711. */
  25712. nbParticles: number;
  25713. /**
  25714. * If the particles must ever face the camera (default false). Useful for planar particles.
  25715. */
  25716. billboard: boolean;
  25717. /**
  25718. * Recompute normals when adding a shape
  25719. */
  25720. recomputeNormals: boolean;
  25721. /**
  25722. * This a counter ofr your own usage. It's not set by any SPS functions.
  25723. */
  25724. counter: number;
  25725. /**
  25726. * The SPS name. This name is also given to the underlying mesh.
  25727. */
  25728. name: string;
  25729. /**
  25730. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25731. */
  25732. mesh: Mesh;
  25733. /**
  25734. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25735. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25736. */
  25737. vars: any;
  25738. /**
  25739. * This array is populated when the SPS is set as 'pickable'.
  25740. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25741. * Each element of this array is an object `{idx: int, faceId: int}`.
  25742. * `idx` is the picked particle index in the `SPS.particles` array
  25743. * `faceId` is the picked face index counted within this particle.
  25744. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25745. */
  25746. pickedParticles: {
  25747. idx: number;
  25748. faceId: number;
  25749. }[];
  25750. /**
  25751. * This array is populated when `enableDepthSort` is set to true.
  25752. * Each element of this array is an instance of the class DepthSortedParticle.
  25753. */
  25754. depthSortedParticles: DepthSortedParticle[];
  25755. /**
  25756. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25757. * @hidden
  25758. */
  25759. _bSphereOnly: boolean;
  25760. /**
  25761. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25762. * @hidden
  25763. */
  25764. _bSphereRadiusFactor: number;
  25765. private _scene;
  25766. private _positions;
  25767. private _indices;
  25768. private _normals;
  25769. private _colors;
  25770. private _uvs;
  25771. private _indices32;
  25772. private _positions32;
  25773. private _normals32;
  25774. private _fixedNormal32;
  25775. private _colors32;
  25776. private _uvs32;
  25777. private _index;
  25778. private _updatable;
  25779. private _pickable;
  25780. private _isVisibilityBoxLocked;
  25781. private _alwaysVisible;
  25782. private _depthSort;
  25783. private _shapeCounter;
  25784. private _copy;
  25785. private _color;
  25786. private _computeParticleColor;
  25787. private _computeParticleTexture;
  25788. private _computeParticleRotation;
  25789. private _computeParticleVertex;
  25790. private _computeBoundingBox;
  25791. private _depthSortParticles;
  25792. private _camera;
  25793. private _mustUnrotateFixedNormals;
  25794. private _particlesIntersect;
  25795. private _needs32Bits;
  25796. /**
  25797. * Creates a SPS (Solid Particle System) object.
  25798. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25799. * @param scene (Scene) is the scene in which the SPS is added.
  25800. * @param options defines the options of the sps e.g.
  25801. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25802. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25803. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25804. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25805. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25806. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25807. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25808. */
  25809. constructor(name: string, scene: Scene, options?: {
  25810. updatable?: boolean;
  25811. isPickable?: boolean;
  25812. enableDepthSort?: boolean;
  25813. particleIntersection?: boolean;
  25814. boundingSphereOnly?: boolean;
  25815. bSphereRadiusFactor?: number;
  25816. });
  25817. /**
  25818. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25819. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25820. * @returns the created mesh
  25821. */
  25822. buildMesh(): Mesh;
  25823. /**
  25824. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25825. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25826. * Thus the particles generated from `digest()` have their property `position` set yet.
  25827. * @param mesh ( Mesh ) is the mesh to be digested
  25828. * @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
  25829. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25830. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25831. * @returns the current SPS
  25832. */
  25833. digest(mesh: Mesh, options?: {
  25834. facetNb?: number;
  25835. number?: number;
  25836. delta?: number;
  25837. }): SolidParticleSystem;
  25838. private _unrotateFixedNormals;
  25839. private _resetCopy;
  25840. private _meshBuilder;
  25841. private _posToShape;
  25842. private _uvsToShapeUV;
  25843. private _addParticle;
  25844. /**
  25845. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25846. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25847. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25848. * @param nb (positive integer) the number of particles to be created from this model
  25849. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25850. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25851. * @returns the number of shapes in the system
  25852. */
  25853. addShape(mesh: Mesh, nb: number, options?: {
  25854. positionFunction?: any;
  25855. vertexFunction?: any;
  25856. }): number;
  25857. private _rebuildParticle;
  25858. /**
  25859. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25860. * @returns the SPS.
  25861. */
  25862. rebuildMesh(): SolidParticleSystem;
  25863. /**
  25864. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25865. * This method calls `updateParticle()` for each particle of the SPS.
  25866. * For an animated SPS, it is usually called within the render loop.
  25867. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25868. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25869. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25870. * @returns the SPS.
  25871. */
  25872. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25873. /**
  25874. * Disposes the SPS.
  25875. */
  25876. dispose(): void;
  25877. /**
  25878. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25879. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25880. * @returns the SPS.
  25881. */
  25882. refreshVisibleSize(): SolidParticleSystem;
  25883. /**
  25884. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25885. * @param size the size (float) of the visibility box
  25886. * note : this doesn't lock the SPS mesh bounding box.
  25887. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25888. */
  25889. setVisibilityBox(size: number): void;
  25890. /**
  25891. * Gets whether the SPS as always visible or not
  25892. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25893. */
  25894. /**
  25895. * Sets the SPS as always visible or not
  25896. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25897. */
  25898. isAlwaysVisible: boolean;
  25899. /**
  25900. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25901. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25902. */
  25903. /**
  25904. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25905. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25906. */
  25907. isVisibilityBoxLocked: boolean;
  25908. /**
  25909. * Tells to `setParticles()` to compute the particle rotations or not.
  25910. * Default value : true. The SPS is faster when it's set to false.
  25911. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25912. */
  25913. /**
  25914. * Gets if `setParticles()` computes the particle rotations or not.
  25915. * Default value : true. The SPS is faster when it's set to false.
  25916. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25917. */
  25918. computeParticleRotation: boolean;
  25919. /**
  25920. * Tells to `setParticles()` to compute the particle colors or not.
  25921. * Default value : true. The SPS is faster when it's set to false.
  25922. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25923. */
  25924. /**
  25925. * Gets if `setParticles()` computes the particle colors or not.
  25926. * Default value : true. The SPS is faster when it's set to false.
  25927. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25928. */
  25929. computeParticleColor: boolean;
  25930. /**
  25931. * Gets if `setParticles()` computes the particle textures or not.
  25932. * Default value : true. The SPS is faster when it's set to false.
  25933. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25934. */
  25935. computeParticleTexture: boolean;
  25936. /**
  25937. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25938. * Default value : false. The SPS is faster when it's set to false.
  25939. * Note : the particle custom vertex positions aren't stored values.
  25940. */
  25941. /**
  25942. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25943. * Default value : false. The SPS is faster when it's set to false.
  25944. * Note : the particle custom vertex positions aren't stored values.
  25945. */
  25946. computeParticleVertex: boolean;
  25947. /**
  25948. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25949. */
  25950. /**
  25951. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25952. */
  25953. computeBoundingBox: boolean;
  25954. /**
  25955. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25956. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25957. * Default : `true`
  25958. */
  25959. /**
  25960. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25961. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25962. * Default : `true`
  25963. */
  25964. depthSortParticles: boolean;
  25965. /**
  25966. * This function does nothing. It may be overwritten to set all the particle first values.
  25967. * The SPS doesn't call this function, you may have to call it by your own.
  25968. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25969. */
  25970. initParticles(): void;
  25971. /**
  25972. * This function does nothing. It may be overwritten to recycle a particle.
  25973. * The SPS doesn't call this function, you may have to call it by your own.
  25974. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25975. * @param particle The particle to recycle
  25976. * @returns the recycled particle
  25977. */
  25978. recycleParticle(particle: SolidParticle): SolidParticle;
  25979. /**
  25980. * Updates a particle : this function should be overwritten by the user.
  25981. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25982. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25983. * @example : just set a particle position or velocity and recycle conditions
  25984. * @param particle The particle to update
  25985. * @returns the updated particle
  25986. */
  25987. updateParticle(particle: SolidParticle): SolidParticle;
  25988. /**
  25989. * Updates a vertex of a particle : it can be overwritten by the user.
  25990. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25991. * @param particle the current particle
  25992. * @param vertex the current index of the current particle
  25993. * @param pt the index of the current vertex in the particle shape
  25994. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  25995. * @example : just set a vertex particle position
  25996. * @returns the updated vertex
  25997. */
  25998. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25999. /**
  26000. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26001. * This does nothing and may be overwritten by the user.
  26002. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26003. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26004. * @param update the boolean update value actually passed to setParticles()
  26005. */
  26006. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26007. /**
  26008. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26009. * This will be passed three parameters.
  26010. * This does nothing and may be overwritten by the user.
  26011. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26012. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26013. * @param update the boolean update value actually passed to setParticles()
  26014. */
  26015. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26016. }
  26017. }
  26018. declare module "babylonjs/Particles/solidParticle" {
  26019. import { Nullable } from "babylonjs/types";
  26020. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26021. import { Color4 } from "babylonjs/Maths/math.color";
  26022. import { Mesh } from "babylonjs/Meshes/mesh";
  26023. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26024. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26025. import { Plane } from "babylonjs/Maths/math.plane";
  26026. /**
  26027. * Represents one particle of a solid particle system.
  26028. */
  26029. export class SolidParticle {
  26030. /**
  26031. * particle global index
  26032. */
  26033. idx: number;
  26034. /**
  26035. * The color of the particle
  26036. */
  26037. color: Nullable<Color4>;
  26038. /**
  26039. * The world space position of the particle.
  26040. */
  26041. position: Vector3;
  26042. /**
  26043. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26044. */
  26045. rotation: Vector3;
  26046. /**
  26047. * The world space rotation quaternion of the particle.
  26048. */
  26049. rotationQuaternion: Nullable<Quaternion>;
  26050. /**
  26051. * The scaling of the particle.
  26052. */
  26053. scaling: Vector3;
  26054. /**
  26055. * The uvs of the particle.
  26056. */
  26057. uvs: Vector4;
  26058. /**
  26059. * The current speed of the particle.
  26060. */
  26061. velocity: Vector3;
  26062. /**
  26063. * The pivot point in the particle local space.
  26064. */
  26065. pivot: Vector3;
  26066. /**
  26067. * Must the particle be translated from its pivot point in its local space ?
  26068. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26069. * Default : false
  26070. */
  26071. translateFromPivot: boolean;
  26072. /**
  26073. * Is the particle active or not ?
  26074. */
  26075. alive: boolean;
  26076. /**
  26077. * Is the particle visible or not ?
  26078. */
  26079. isVisible: boolean;
  26080. /**
  26081. * Index of this particle in the global "positions" array (Internal use)
  26082. * @hidden
  26083. */
  26084. _pos: number;
  26085. /**
  26086. * @hidden Index of this particle in the global "indices" array (Internal use)
  26087. */
  26088. _ind: number;
  26089. /**
  26090. * @hidden ModelShape of this particle (Internal use)
  26091. */
  26092. _model: ModelShape;
  26093. /**
  26094. * ModelShape id of this particle
  26095. */
  26096. shapeId: number;
  26097. /**
  26098. * Index of the particle in its shape id
  26099. */
  26100. idxInShape: number;
  26101. /**
  26102. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26103. */
  26104. _modelBoundingInfo: BoundingInfo;
  26105. /**
  26106. * @hidden Particle BoundingInfo object (Internal use)
  26107. */
  26108. _boundingInfo: BoundingInfo;
  26109. /**
  26110. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26111. */
  26112. _sps: SolidParticleSystem;
  26113. /**
  26114. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26115. */
  26116. _stillInvisible: boolean;
  26117. /**
  26118. * @hidden Last computed particle rotation matrix
  26119. */
  26120. _rotationMatrix: number[];
  26121. /**
  26122. * Parent particle Id, if any.
  26123. * Default null.
  26124. */
  26125. parentId: Nullable<number>;
  26126. /**
  26127. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26128. * The possible values are :
  26129. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26130. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26131. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26132. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26133. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26134. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26135. * */
  26136. cullingStrategy: number;
  26137. /**
  26138. * @hidden Internal global position in the SPS.
  26139. */
  26140. _globalPosition: Vector3;
  26141. /**
  26142. * Creates a Solid Particle object.
  26143. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26144. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26145. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26146. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26147. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26148. * @param shapeId (integer) is the model shape identifier in the SPS.
  26149. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26150. * @param sps defines the sps it is associated to
  26151. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26152. */
  26153. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26154. /**
  26155. * Legacy support, changed scale to scaling
  26156. */
  26157. /**
  26158. * Legacy support, changed scale to scaling
  26159. */
  26160. scale: Vector3;
  26161. /**
  26162. * Legacy support, changed quaternion to rotationQuaternion
  26163. */
  26164. /**
  26165. * Legacy support, changed quaternion to rotationQuaternion
  26166. */
  26167. quaternion: Nullable<Quaternion>;
  26168. /**
  26169. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26170. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26171. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26172. * @returns true if it intersects
  26173. */
  26174. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26175. /**
  26176. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26177. * A particle is in the frustum if its bounding box intersects the frustum
  26178. * @param frustumPlanes defines the frustum to test
  26179. * @returns true if the particle is in the frustum planes
  26180. */
  26181. isInFrustum(frustumPlanes: Plane[]): boolean;
  26182. /**
  26183. * get the rotation matrix of the particle
  26184. * @hidden
  26185. */
  26186. getRotationMatrix(m: Matrix): void;
  26187. }
  26188. /**
  26189. * Represents the shape of the model used by one particle of a solid particle system.
  26190. * SPS internal tool, don't use it manually.
  26191. */
  26192. export class ModelShape {
  26193. /**
  26194. * The shape id
  26195. * @hidden
  26196. */
  26197. shapeID: number;
  26198. /**
  26199. * flat array of model positions (internal use)
  26200. * @hidden
  26201. */
  26202. _shape: Vector3[];
  26203. /**
  26204. * flat array of model UVs (internal use)
  26205. * @hidden
  26206. */
  26207. _shapeUV: number[];
  26208. /**
  26209. * length of the shape in the model indices array (internal use)
  26210. * @hidden
  26211. */
  26212. _indicesLength: number;
  26213. /**
  26214. * Custom position function (internal use)
  26215. * @hidden
  26216. */
  26217. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26218. /**
  26219. * Custom vertex function (internal use)
  26220. * @hidden
  26221. */
  26222. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26223. /**
  26224. * 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.
  26225. * SPS internal tool, don't use it manually.
  26226. * @hidden
  26227. */
  26228. 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>);
  26229. }
  26230. /**
  26231. * Represents a Depth Sorted Particle in the solid particle system.
  26232. */
  26233. export class DepthSortedParticle {
  26234. /**
  26235. * Index of the particle in the "indices" array
  26236. */
  26237. ind: number;
  26238. /**
  26239. * Length of the particle shape in the "indices" array
  26240. */
  26241. indicesLength: number;
  26242. /**
  26243. * Squared distance from the particle to the camera
  26244. */
  26245. sqDistance: number;
  26246. }
  26247. }
  26248. declare module "babylonjs/Collisions/meshCollisionData" {
  26249. import { Collider } from "babylonjs/Collisions/collider";
  26250. import { Vector3 } from "babylonjs/Maths/math.vector";
  26251. import { Nullable } from "babylonjs/types";
  26252. import { Observer } from "babylonjs/Misc/observable";
  26253. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26254. /**
  26255. * @hidden
  26256. */
  26257. export class _MeshCollisionData {
  26258. _checkCollisions: boolean;
  26259. _collisionMask: number;
  26260. _collisionGroup: number;
  26261. _collider: Nullable<Collider>;
  26262. _oldPositionForCollisions: Vector3;
  26263. _diffPositionForCollisions: Vector3;
  26264. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26265. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26266. }
  26267. }
  26268. declare module "babylonjs/Meshes/abstractMesh" {
  26269. import { Observable } from "babylonjs/Misc/observable";
  26270. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26271. import { Camera } from "babylonjs/Cameras/camera";
  26272. import { Scene, IDisposable } from "babylonjs/scene";
  26273. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26274. import { Node } from "babylonjs/node";
  26275. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26276. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26277. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26278. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26279. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26280. import { Material } from "babylonjs/Materials/material";
  26281. import { Light } from "babylonjs/Lights/light";
  26282. import { Skeleton } from "babylonjs/Bones/skeleton";
  26283. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26284. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26285. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26286. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26287. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26288. import { Plane } from "babylonjs/Maths/math.plane";
  26289. import { Ray } from "babylonjs/Culling/ray";
  26290. import { Collider } from "babylonjs/Collisions/collider";
  26291. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26292. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26293. /** @hidden */
  26294. class _FacetDataStorage {
  26295. facetPositions: Vector3[];
  26296. facetNormals: Vector3[];
  26297. facetPartitioning: number[][];
  26298. facetNb: number;
  26299. partitioningSubdivisions: number;
  26300. partitioningBBoxRatio: number;
  26301. facetDataEnabled: boolean;
  26302. facetParameters: any;
  26303. bbSize: Vector3;
  26304. subDiv: {
  26305. max: number;
  26306. X: number;
  26307. Y: number;
  26308. Z: number;
  26309. };
  26310. facetDepthSort: boolean;
  26311. facetDepthSortEnabled: boolean;
  26312. depthSortedIndices: IndicesArray;
  26313. depthSortedFacets: {
  26314. ind: number;
  26315. sqDistance: number;
  26316. }[];
  26317. facetDepthSortFunction: (f1: {
  26318. ind: number;
  26319. sqDistance: number;
  26320. }, f2: {
  26321. ind: number;
  26322. sqDistance: number;
  26323. }) => number;
  26324. facetDepthSortFrom: Vector3;
  26325. facetDepthSortOrigin: Vector3;
  26326. invertedMatrix: Matrix;
  26327. }
  26328. /**
  26329. * @hidden
  26330. **/
  26331. class _InternalAbstractMeshDataInfo {
  26332. _hasVertexAlpha: boolean;
  26333. _useVertexColors: boolean;
  26334. _numBoneInfluencers: number;
  26335. _applyFog: boolean;
  26336. _receiveShadows: boolean;
  26337. _facetData: _FacetDataStorage;
  26338. _visibility: number;
  26339. _skeleton: Nullable<Skeleton>;
  26340. _layerMask: number;
  26341. _computeBonesUsingShaders: boolean;
  26342. _isActive: boolean;
  26343. _onlyForInstances: boolean;
  26344. _isActiveIntermediate: boolean;
  26345. _onlyForInstancesIntermediate: boolean;
  26346. }
  26347. /**
  26348. * Class used to store all common mesh properties
  26349. */
  26350. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26351. /** No occlusion */
  26352. static OCCLUSION_TYPE_NONE: number;
  26353. /** Occlusion set to optimisitic */
  26354. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26355. /** Occlusion set to strict */
  26356. static OCCLUSION_TYPE_STRICT: number;
  26357. /** Use an accurante occlusion algorithm */
  26358. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26359. /** Use a conservative occlusion algorithm */
  26360. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26361. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26362. * Test order :
  26363. * Is the bounding sphere outside the frustum ?
  26364. * If not, are the bounding box vertices outside the frustum ?
  26365. * It not, then the cullable object is in the frustum.
  26366. */
  26367. static readonly CULLINGSTRATEGY_STANDARD: number;
  26368. /** Culling strategy : Bounding Sphere Only.
  26369. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26370. * It's also less accurate than the standard because some not visible objects can still be selected.
  26371. * Test : is the bounding sphere outside the frustum ?
  26372. * If not, then the cullable object is in the frustum.
  26373. */
  26374. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26375. /** Culling strategy : Optimistic Inclusion.
  26376. * This in an inclusion test first, then the standard exclusion test.
  26377. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26378. * 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.
  26379. * Anyway, it's as accurate as the standard strategy.
  26380. * Test :
  26381. * Is the cullable object bounding sphere center in the frustum ?
  26382. * If not, apply the default culling strategy.
  26383. */
  26384. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26385. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26386. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26387. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26388. * 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.
  26389. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26390. * Test :
  26391. * Is the cullable object bounding sphere center in the frustum ?
  26392. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26393. */
  26394. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26395. /**
  26396. * No billboard
  26397. */
  26398. static readonly BILLBOARDMODE_NONE: number;
  26399. /** Billboard on X axis */
  26400. static readonly BILLBOARDMODE_X: number;
  26401. /** Billboard on Y axis */
  26402. static readonly BILLBOARDMODE_Y: number;
  26403. /** Billboard on Z axis */
  26404. static readonly BILLBOARDMODE_Z: number;
  26405. /** Billboard on all axes */
  26406. static readonly BILLBOARDMODE_ALL: number;
  26407. /** Billboard on using position instead of orientation */
  26408. static readonly BILLBOARDMODE_USE_POSITION: number;
  26409. /** @hidden */
  26410. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26411. /**
  26412. * The culling strategy to use to check whether the mesh must be rendered or not.
  26413. * This value can be changed at any time and will be used on the next render mesh selection.
  26414. * The possible values are :
  26415. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26416. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26417. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26418. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26419. * Please read each static variable documentation to get details about the culling process.
  26420. * */
  26421. cullingStrategy: number;
  26422. /**
  26423. * Gets the number of facets in the mesh
  26424. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26425. */
  26426. readonly facetNb: number;
  26427. /**
  26428. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26429. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26430. */
  26431. partitioningSubdivisions: number;
  26432. /**
  26433. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26434. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26435. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26436. */
  26437. partitioningBBoxRatio: number;
  26438. /**
  26439. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26440. * Works only for updatable meshes.
  26441. * Doesn't work with multi-materials
  26442. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26443. */
  26444. mustDepthSortFacets: boolean;
  26445. /**
  26446. * The location (Vector3) where the facet depth sort must be computed from.
  26447. * By default, the active camera position.
  26448. * Used only when facet depth sort is enabled
  26449. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26450. */
  26451. facetDepthSortFrom: Vector3;
  26452. /**
  26453. * gets a boolean indicating if facetData is enabled
  26454. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26455. */
  26456. readonly isFacetDataEnabled: boolean;
  26457. /** @hidden */
  26458. _updateNonUniformScalingState(value: boolean): boolean;
  26459. /**
  26460. * An event triggered when this mesh collides with another one
  26461. */
  26462. onCollideObservable: Observable<AbstractMesh>;
  26463. /** Set a function to call when this mesh collides with another one */
  26464. onCollide: () => void;
  26465. /**
  26466. * An event triggered when the collision's position changes
  26467. */
  26468. onCollisionPositionChangeObservable: Observable<Vector3>;
  26469. /** Set a function to call when the collision's position changes */
  26470. onCollisionPositionChange: () => void;
  26471. /**
  26472. * An event triggered when material is changed
  26473. */
  26474. onMaterialChangedObservable: Observable<AbstractMesh>;
  26475. /**
  26476. * Gets or sets the orientation for POV movement & rotation
  26477. */
  26478. definedFacingForward: boolean;
  26479. /** @hidden */
  26480. _occlusionQuery: Nullable<WebGLQuery>;
  26481. /** @hidden */
  26482. _renderingGroup: Nullable<RenderingGroup>;
  26483. /**
  26484. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26485. */
  26486. /**
  26487. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26488. */
  26489. visibility: number;
  26490. /** Gets or sets the alpha index used to sort transparent meshes
  26491. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26492. */
  26493. alphaIndex: number;
  26494. /**
  26495. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26496. */
  26497. isVisible: boolean;
  26498. /**
  26499. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26500. */
  26501. isPickable: boolean;
  26502. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26503. showSubMeshesBoundingBox: boolean;
  26504. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26505. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26506. */
  26507. isBlocker: boolean;
  26508. /**
  26509. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26510. */
  26511. enablePointerMoveEvents: boolean;
  26512. /**
  26513. * Specifies the rendering group id for this mesh (0 by default)
  26514. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26515. */
  26516. renderingGroupId: number;
  26517. private _material;
  26518. /** Gets or sets current material */
  26519. material: Nullable<Material>;
  26520. /**
  26521. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26522. * @see http://doc.babylonjs.com/babylon101/shadows
  26523. */
  26524. receiveShadows: boolean;
  26525. /** Defines color to use when rendering outline */
  26526. outlineColor: Color3;
  26527. /** Define width to use when rendering outline */
  26528. outlineWidth: number;
  26529. /** Defines color to use when rendering overlay */
  26530. overlayColor: Color3;
  26531. /** Defines alpha to use when rendering overlay */
  26532. overlayAlpha: number;
  26533. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26534. hasVertexAlpha: boolean;
  26535. /** 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) */
  26536. useVertexColors: boolean;
  26537. /**
  26538. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26539. */
  26540. computeBonesUsingShaders: boolean;
  26541. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26542. numBoneInfluencers: number;
  26543. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26544. applyFog: boolean;
  26545. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26546. useOctreeForRenderingSelection: boolean;
  26547. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26548. useOctreeForPicking: boolean;
  26549. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26550. useOctreeForCollisions: boolean;
  26551. /**
  26552. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26553. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26554. */
  26555. layerMask: number;
  26556. /**
  26557. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26558. */
  26559. alwaysSelectAsActiveMesh: boolean;
  26560. /**
  26561. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26562. */
  26563. doNotSyncBoundingInfo: boolean;
  26564. /**
  26565. * Gets or sets the current action manager
  26566. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26567. */
  26568. actionManager: Nullable<AbstractActionManager>;
  26569. private _meshCollisionData;
  26570. /**
  26571. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26572. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26573. */
  26574. ellipsoid: Vector3;
  26575. /**
  26576. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26577. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26578. */
  26579. ellipsoidOffset: Vector3;
  26580. /**
  26581. * Gets or sets a collision mask used to mask collisions (default is -1).
  26582. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26583. */
  26584. collisionMask: number;
  26585. /**
  26586. * Gets or sets the current collision group mask (-1 by default).
  26587. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26588. */
  26589. collisionGroup: number;
  26590. /**
  26591. * Defines edge width used when edgesRenderer is enabled
  26592. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26593. */
  26594. edgesWidth: number;
  26595. /**
  26596. * Defines edge color used when edgesRenderer is enabled
  26597. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26598. */
  26599. edgesColor: Color4;
  26600. /** @hidden */
  26601. _edgesRenderer: Nullable<IEdgesRenderer>;
  26602. /** @hidden */
  26603. _masterMesh: Nullable<AbstractMesh>;
  26604. /** @hidden */
  26605. _boundingInfo: Nullable<BoundingInfo>;
  26606. /** @hidden */
  26607. _renderId: number;
  26608. /**
  26609. * Gets or sets the list of subMeshes
  26610. * @see http://doc.babylonjs.com/how_to/multi_materials
  26611. */
  26612. subMeshes: SubMesh[];
  26613. /** @hidden */
  26614. _intersectionsInProgress: AbstractMesh[];
  26615. /** @hidden */
  26616. _unIndexed: boolean;
  26617. /** @hidden */
  26618. _lightSources: Light[];
  26619. /** Gets the list of lights affecting that mesh */
  26620. readonly lightSources: Light[];
  26621. /** @hidden */
  26622. readonly _positions: Nullable<Vector3[]>;
  26623. /** @hidden */
  26624. _waitingData: {
  26625. lods: Nullable<any>;
  26626. actions: Nullable<any>;
  26627. freezeWorldMatrix: Nullable<boolean>;
  26628. };
  26629. /** @hidden */
  26630. _bonesTransformMatrices: Nullable<Float32Array>;
  26631. /** @hidden */
  26632. _transformMatrixTexture: Nullable<RawTexture>;
  26633. /**
  26634. * Gets or sets a skeleton to apply skining transformations
  26635. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26636. */
  26637. skeleton: Nullable<Skeleton>;
  26638. /**
  26639. * An event triggered when the mesh is rebuilt.
  26640. */
  26641. onRebuildObservable: Observable<AbstractMesh>;
  26642. /**
  26643. * Creates a new AbstractMesh
  26644. * @param name defines the name of the mesh
  26645. * @param scene defines the hosting scene
  26646. */
  26647. constructor(name: string, scene?: Nullable<Scene>);
  26648. /**
  26649. * Returns the string "AbstractMesh"
  26650. * @returns "AbstractMesh"
  26651. */
  26652. getClassName(): string;
  26653. /**
  26654. * Gets a string representation of the current mesh
  26655. * @param fullDetails defines a boolean indicating if full details must be included
  26656. * @returns a string representation of the current mesh
  26657. */
  26658. toString(fullDetails?: boolean): string;
  26659. /**
  26660. * @hidden
  26661. */
  26662. protected _getEffectiveParent(): Nullable<Node>;
  26663. /** @hidden */
  26664. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26665. /** @hidden */
  26666. _rebuild(): void;
  26667. /** @hidden */
  26668. _resyncLightSources(): void;
  26669. /** @hidden */
  26670. _resyncLighSource(light: Light): void;
  26671. /** @hidden */
  26672. _unBindEffect(): void;
  26673. /** @hidden */
  26674. _removeLightSource(light: Light, dispose: boolean): void;
  26675. private _markSubMeshesAsDirty;
  26676. /** @hidden */
  26677. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  26678. /** @hidden */
  26679. _markSubMeshesAsAttributesDirty(): void;
  26680. /** @hidden */
  26681. _markSubMeshesAsMiscDirty(): void;
  26682. /**
  26683. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26684. */
  26685. scaling: Vector3;
  26686. /**
  26687. * Returns true if the mesh is blocked. Implemented by child classes
  26688. */
  26689. readonly isBlocked: boolean;
  26690. /**
  26691. * Returns the mesh itself by default. Implemented by child classes
  26692. * @param camera defines the camera to use to pick the right LOD level
  26693. * @returns the currentAbstractMesh
  26694. */
  26695. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26696. /**
  26697. * Returns 0 by default. Implemented by child classes
  26698. * @returns an integer
  26699. */
  26700. getTotalVertices(): number;
  26701. /**
  26702. * Returns a positive integer : the total number of indices in this mesh geometry.
  26703. * @returns the numner of indices or zero if the mesh has no geometry.
  26704. */
  26705. getTotalIndices(): number;
  26706. /**
  26707. * Returns null by default. Implemented by child classes
  26708. * @returns null
  26709. */
  26710. getIndices(): Nullable<IndicesArray>;
  26711. /**
  26712. * Returns the array of the requested vertex data kind. Implemented by child classes
  26713. * @param kind defines the vertex data kind to use
  26714. * @returns null
  26715. */
  26716. getVerticesData(kind: string): Nullable<FloatArray>;
  26717. /**
  26718. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26719. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26720. * Note that a new underlying VertexBuffer object is created each call.
  26721. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26722. * @param kind defines vertex data kind:
  26723. * * VertexBuffer.PositionKind
  26724. * * VertexBuffer.UVKind
  26725. * * VertexBuffer.UV2Kind
  26726. * * VertexBuffer.UV3Kind
  26727. * * VertexBuffer.UV4Kind
  26728. * * VertexBuffer.UV5Kind
  26729. * * VertexBuffer.UV6Kind
  26730. * * VertexBuffer.ColorKind
  26731. * * VertexBuffer.MatricesIndicesKind
  26732. * * VertexBuffer.MatricesIndicesExtraKind
  26733. * * VertexBuffer.MatricesWeightsKind
  26734. * * VertexBuffer.MatricesWeightsExtraKind
  26735. * @param data defines the data source
  26736. * @param updatable defines if the data must be flagged as updatable (or static)
  26737. * @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
  26738. * @returns the current mesh
  26739. */
  26740. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26741. /**
  26742. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26743. * If the mesh has no geometry, it is simply returned as it is.
  26744. * @param kind defines vertex data kind:
  26745. * * VertexBuffer.PositionKind
  26746. * * VertexBuffer.UVKind
  26747. * * VertexBuffer.UV2Kind
  26748. * * VertexBuffer.UV3Kind
  26749. * * VertexBuffer.UV4Kind
  26750. * * VertexBuffer.UV5Kind
  26751. * * VertexBuffer.UV6Kind
  26752. * * VertexBuffer.ColorKind
  26753. * * VertexBuffer.MatricesIndicesKind
  26754. * * VertexBuffer.MatricesIndicesExtraKind
  26755. * * VertexBuffer.MatricesWeightsKind
  26756. * * VertexBuffer.MatricesWeightsExtraKind
  26757. * @param data defines the data source
  26758. * @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
  26759. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26760. * @returns the current mesh
  26761. */
  26762. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26763. /**
  26764. * Sets the mesh indices,
  26765. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26766. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26767. * @param totalVertices Defines the total number of vertices
  26768. * @returns the current mesh
  26769. */
  26770. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26771. /**
  26772. * Gets a boolean indicating if specific vertex data is present
  26773. * @param kind defines the vertex data kind to use
  26774. * @returns true is data kind is present
  26775. */
  26776. isVerticesDataPresent(kind: string): boolean;
  26777. /**
  26778. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26779. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26780. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26781. * @returns a BoundingInfo
  26782. */
  26783. getBoundingInfo(): BoundingInfo;
  26784. /**
  26785. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26786. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26787. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26788. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26789. * @returns the current mesh
  26790. */
  26791. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26792. /**
  26793. * Overwrite the current bounding info
  26794. * @param boundingInfo defines the new bounding info
  26795. * @returns the current mesh
  26796. */
  26797. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26798. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26799. readonly useBones: boolean;
  26800. /** @hidden */
  26801. _preActivate(): void;
  26802. /** @hidden */
  26803. _preActivateForIntermediateRendering(renderId: number): void;
  26804. /** @hidden */
  26805. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26806. /** @hidden */
  26807. _postActivate(): void;
  26808. /** @hidden */
  26809. _freeze(): void;
  26810. /** @hidden */
  26811. _unFreeze(): void;
  26812. /**
  26813. * Gets the current world matrix
  26814. * @returns a Matrix
  26815. */
  26816. getWorldMatrix(): Matrix;
  26817. /** @hidden */
  26818. _getWorldMatrixDeterminant(): number;
  26819. /**
  26820. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26821. */
  26822. readonly isAnInstance: boolean;
  26823. /**
  26824. * Gets a boolean indicating if this mesh has instances
  26825. */
  26826. readonly hasInstances: boolean;
  26827. /**
  26828. * Perform relative position change from the point of view of behind the front of the mesh.
  26829. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26830. * Supports definition of mesh facing forward or backward
  26831. * @param amountRight defines the distance on the right axis
  26832. * @param amountUp defines the distance on the up axis
  26833. * @param amountForward defines the distance on the forward axis
  26834. * @returns the current mesh
  26835. */
  26836. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26837. /**
  26838. * Calculate relative position change from the point of view of behind the front of the mesh.
  26839. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26840. * Supports definition of mesh facing forward or backward
  26841. * @param amountRight defines the distance on the right axis
  26842. * @param amountUp defines the distance on the up axis
  26843. * @param amountForward defines the distance on the forward axis
  26844. * @returns the new displacement vector
  26845. */
  26846. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26847. /**
  26848. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26849. * Supports definition of mesh facing forward or backward
  26850. * @param flipBack defines the flip
  26851. * @param twirlClockwise defines the twirl
  26852. * @param tiltRight defines the tilt
  26853. * @returns the current mesh
  26854. */
  26855. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26856. /**
  26857. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26858. * Supports definition of mesh facing forward or backward.
  26859. * @param flipBack defines the flip
  26860. * @param twirlClockwise defines the twirl
  26861. * @param tiltRight defines the tilt
  26862. * @returns the new rotation vector
  26863. */
  26864. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26865. /**
  26866. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26867. * This means the mesh underlying bounding box and sphere are recomputed.
  26868. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26869. * @returns the current mesh
  26870. */
  26871. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26872. /** @hidden */
  26873. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26874. /** @hidden */
  26875. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26876. /** @hidden */
  26877. _updateBoundingInfo(): AbstractMesh;
  26878. /** @hidden */
  26879. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26880. /** @hidden */
  26881. protected _afterComputeWorldMatrix(): void;
  26882. /** @hidden */
  26883. readonly _effectiveMesh: AbstractMesh;
  26884. /**
  26885. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26886. * A mesh is in the frustum if its bounding box intersects the frustum
  26887. * @param frustumPlanes defines the frustum to test
  26888. * @returns true if the mesh is in the frustum planes
  26889. */
  26890. isInFrustum(frustumPlanes: Plane[]): boolean;
  26891. /**
  26892. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26893. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26894. * @param frustumPlanes defines the frustum to test
  26895. * @returns true if the mesh is completely in the frustum planes
  26896. */
  26897. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26898. /**
  26899. * True if the mesh intersects another mesh or a SolidParticle object
  26900. * @param mesh defines a target mesh or SolidParticle to test
  26901. * @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)
  26902. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26903. * @returns true if there is an intersection
  26904. */
  26905. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26906. /**
  26907. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26908. * @param point defines the point to test
  26909. * @returns true if there is an intersection
  26910. */
  26911. intersectsPoint(point: Vector3): boolean;
  26912. /**
  26913. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26914. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26915. */
  26916. checkCollisions: boolean;
  26917. /**
  26918. * Gets Collider object used to compute collisions (not physics)
  26919. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26920. */
  26921. readonly collider: Nullable<Collider>;
  26922. /**
  26923. * Move the mesh using collision engine
  26924. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26925. * @param displacement defines the requested displacement vector
  26926. * @returns the current mesh
  26927. */
  26928. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26929. private _onCollisionPositionChange;
  26930. /** @hidden */
  26931. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26932. /** @hidden */
  26933. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26934. /** @hidden */
  26935. _checkCollision(collider: Collider): AbstractMesh;
  26936. /** @hidden */
  26937. _generatePointsArray(): boolean;
  26938. /**
  26939. * Checks if the passed Ray intersects with the mesh
  26940. * @param ray defines the ray to use
  26941. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26942. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26943. * @returns the picking info
  26944. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26945. */
  26946. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26947. /**
  26948. * Clones the current mesh
  26949. * @param name defines the mesh name
  26950. * @param newParent defines the new mesh parent
  26951. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26952. * @returns the new mesh
  26953. */
  26954. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26955. /**
  26956. * Disposes all the submeshes of the current meshnp
  26957. * @returns the current mesh
  26958. */
  26959. releaseSubMeshes(): AbstractMesh;
  26960. /**
  26961. * Releases resources associated with this abstract mesh.
  26962. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26963. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26964. */
  26965. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26966. /**
  26967. * Adds the passed mesh as a child to the current mesh
  26968. * @param mesh defines the child mesh
  26969. * @returns the current mesh
  26970. */
  26971. addChild(mesh: AbstractMesh): AbstractMesh;
  26972. /**
  26973. * Removes the passed mesh from the current mesh children list
  26974. * @param mesh defines the child mesh
  26975. * @returns the current mesh
  26976. */
  26977. removeChild(mesh: AbstractMesh): AbstractMesh;
  26978. /** @hidden */
  26979. private _initFacetData;
  26980. /**
  26981. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26982. * This method can be called within the render loop.
  26983. * 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
  26984. * @returns the current mesh
  26985. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26986. */
  26987. updateFacetData(): AbstractMesh;
  26988. /**
  26989. * Returns the facetLocalNormals array.
  26990. * The normals are expressed in the mesh local spac
  26991. * @returns an array of Vector3
  26992. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26993. */
  26994. getFacetLocalNormals(): Vector3[];
  26995. /**
  26996. * Returns the facetLocalPositions array.
  26997. * The facet positions are expressed in the mesh local space
  26998. * @returns an array of Vector3
  26999. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27000. */
  27001. getFacetLocalPositions(): Vector3[];
  27002. /**
  27003. * Returns the facetLocalPartioning array
  27004. * @returns an array of array of numbers
  27005. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27006. */
  27007. getFacetLocalPartitioning(): number[][];
  27008. /**
  27009. * Returns the i-th facet position in the world system.
  27010. * This method allocates a new Vector3 per call
  27011. * @param i defines the facet index
  27012. * @returns a new Vector3
  27013. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27014. */
  27015. getFacetPosition(i: number): Vector3;
  27016. /**
  27017. * Sets the reference Vector3 with the i-th facet position in the world system
  27018. * @param i defines the facet index
  27019. * @param ref defines the target vector
  27020. * @returns the current mesh
  27021. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27022. */
  27023. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27024. /**
  27025. * Returns the i-th facet normal in the world system.
  27026. * This method allocates a new Vector3 per call
  27027. * @param i defines the facet index
  27028. * @returns a new Vector3
  27029. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27030. */
  27031. getFacetNormal(i: number): Vector3;
  27032. /**
  27033. * Sets the reference Vector3 with the i-th facet normal in the world system
  27034. * @param i defines the facet index
  27035. * @param ref defines the target vector
  27036. * @returns the current mesh
  27037. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27038. */
  27039. getFacetNormalToRef(i: number, ref: Vector3): this;
  27040. /**
  27041. * 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)
  27042. * @param x defines x coordinate
  27043. * @param y defines y coordinate
  27044. * @param z defines z coordinate
  27045. * @returns the array of facet indexes
  27046. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27047. */
  27048. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27049. /**
  27050. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27051. * @param projected sets as the (x,y,z) world projection on the facet
  27052. * @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
  27053. * @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
  27054. * @param x defines x coordinate
  27055. * @param y defines y coordinate
  27056. * @param z defines z coordinate
  27057. * @returns the face index if found (or null instead)
  27058. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27059. */
  27060. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27061. /**
  27062. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27063. * @param projected sets as the (x,y,z) local projection on the facet
  27064. * @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
  27065. * @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
  27066. * @param x defines x coordinate
  27067. * @param y defines y coordinate
  27068. * @param z defines z coordinate
  27069. * @returns the face index if found (or null instead)
  27070. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27071. */
  27072. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27073. /**
  27074. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27075. * @returns the parameters
  27076. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27077. */
  27078. getFacetDataParameters(): any;
  27079. /**
  27080. * Disables the feature FacetData and frees the related memory
  27081. * @returns the current mesh
  27082. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27083. */
  27084. disableFacetData(): AbstractMesh;
  27085. /**
  27086. * Updates the AbstractMesh indices array
  27087. * @param indices defines the data source
  27088. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27089. * @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)
  27090. * @returns the current mesh
  27091. */
  27092. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27093. /**
  27094. * Creates new normals data for the mesh
  27095. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27096. * @returns the current mesh
  27097. */
  27098. createNormals(updatable: boolean): AbstractMesh;
  27099. /**
  27100. * Align the mesh with a normal
  27101. * @param normal defines the normal to use
  27102. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27103. * @returns the current mesh
  27104. */
  27105. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27106. /** @hidden */
  27107. _checkOcclusionQuery(): boolean;
  27108. /**
  27109. * Disables the mesh edge rendering mode
  27110. * @returns the currentAbstractMesh
  27111. */
  27112. disableEdgesRendering(): AbstractMesh;
  27113. /**
  27114. * Enables the edge rendering mode on the mesh.
  27115. * This mode makes the mesh edges visible
  27116. * @param epsilon defines the maximal distance between two angles to detect a face
  27117. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27118. * @returns the currentAbstractMesh
  27119. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27120. */
  27121. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27122. }
  27123. }
  27124. declare module "babylonjs/Actions/actionEvent" {
  27125. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27126. import { Nullable } from "babylonjs/types";
  27127. import { Sprite } from "babylonjs/Sprites/sprite";
  27128. import { Scene } from "babylonjs/scene";
  27129. import { Vector2 } from "babylonjs/Maths/math.vector";
  27130. /**
  27131. * Interface used to define ActionEvent
  27132. */
  27133. export interface IActionEvent {
  27134. /** The mesh or sprite that triggered the action */
  27135. source: any;
  27136. /** The X mouse cursor position at the time of the event */
  27137. pointerX: number;
  27138. /** The Y mouse cursor position at the time of the event */
  27139. pointerY: number;
  27140. /** The mesh that is currently pointed at (can be null) */
  27141. meshUnderPointer: Nullable<AbstractMesh>;
  27142. /** the original (browser) event that triggered the ActionEvent */
  27143. sourceEvent?: any;
  27144. /** additional data for the event */
  27145. additionalData?: any;
  27146. }
  27147. /**
  27148. * ActionEvent is the event being sent when an action is triggered.
  27149. */
  27150. export class ActionEvent implements IActionEvent {
  27151. /** The mesh or sprite that triggered the action */
  27152. source: any;
  27153. /** The X mouse cursor position at the time of the event */
  27154. pointerX: number;
  27155. /** The Y mouse cursor position at the time of the event */
  27156. pointerY: number;
  27157. /** The mesh that is currently pointed at (can be null) */
  27158. meshUnderPointer: Nullable<AbstractMesh>;
  27159. /** the original (browser) event that triggered the ActionEvent */
  27160. sourceEvent?: any;
  27161. /** additional data for the event */
  27162. additionalData?: any;
  27163. /**
  27164. * Creates a new ActionEvent
  27165. * @param source The mesh or sprite that triggered the action
  27166. * @param pointerX The X mouse cursor position at the time of the event
  27167. * @param pointerY The Y mouse cursor position at the time of the event
  27168. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27169. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27170. * @param additionalData additional data for the event
  27171. */
  27172. constructor(
  27173. /** The mesh or sprite that triggered the action */
  27174. source: any,
  27175. /** The X mouse cursor position at the time of the event */
  27176. pointerX: number,
  27177. /** The Y mouse cursor position at the time of the event */
  27178. pointerY: number,
  27179. /** The mesh that is currently pointed at (can be null) */
  27180. meshUnderPointer: Nullable<AbstractMesh>,
  27181. /** the original (browser) event that triggered the ActionEvent */
  27182. sourceEvent?: any,
  27183. /** additional data for the event */
  27184. additionalData?: any);
  27185. /**
  27186. * Helper function to auto-create an ActionEvent from a source mesh.
  27187. * @param source The source mesh that triggered the event
  27188. * @param evt The original (browser) event
  27189. * @param additionalData additional data for the event
  27190. * @returns the new ActionEvent
  27191. */
  27192. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27193. /**
  27194. * Helper function to auto-create an ActionEvent from a source sprite
  27195. * @param source The source sprite that triggered the event
  27196. * @param scene Scene associated with the sprite
  27197. * @param evt The original (browser) event
  27198. * @param additionalData additional data for the event
  27199. * @returns the new ActionEvent
  27200. */
  27201. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27202. /**
  27203. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27204. * @param scene the scene where the event occurred
  27205. * @param evt The original (browser) event
  27206. * @returns the new ActionEvent
  27207. */
  27208. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27209. /**
  27210. * Helper function to auto-create an ActionEvent from a primitive
  27211. * @param prim defines the target primitive
  27212. * @param pointerPos defines the pointer position
  27213. * @param evt The original (browser) event
  27214. * @param additionalData additional data for the event
  27215. * @returns the new ActionEvent
  27216. */
  27217. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27218. }
  27219. }
  27220. declare module "babylonjs/Actions/abstractActionManager" {
  27221. import { IDisposable } from "babylonjs/scene";
  27222. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27223. import { IAction } from "babylonjs/Actions/action";
  27224. import { Nullable } from "babylonjs/types";
  27225. /**
  27226. * Abstract class used to decouple action Manager from scene and meshes.
  27227. * Do not instantiate.
  27228. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27229. */
  27230. export abstract class AbstractActionManager implements IDisposable {
  27231. /** Gets the list of active triggers */
  27232. static Triggers: {
  27233. [key: string]: number;
  27234. };
  27235. /** Gets the cursor to use when hovering items */
  27236. hoverCursor: string;
  27237. /** Gets the list of actions */
  27238. actions: IAction[];
  27239. /**
  27240. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27241. */
  27242. isRecursive: boolean;
  27243. /**
  27244. * Releases all associated resources
  27245. */
  27246. abstract dispose(): void;
  27247. /**
  27248. * Does this action manager has pointer triggers
  27249. */
  27250. abstract readonly hasPointerTriggers: boolean;
  27251. /**
  27252. * Does this action manager has pick triggers
  27253. */
  27254. abstract readonly hasPickTriggers: boolean;
  27255. /**
  27256. * Process a specific trigger
  27257. * @param trigger defines the trigger to process
  27258. * @param evt defines the event details to be processed
  27259. */
  27260. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27261. /**
  27262. * Does this action manager handles actions of any of the given triggers
  27263. * @param triggers defines the triggers to be tested
  27264. * @return a boolean indicating whether one (or more) of the triggers is handled
  27265. */
  27266. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27267. /**
  27268. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27269. * speed.
  27270. * @param triggerA defines the trigger to be tested
  27271. * @param triggerB defines the trigger to be tested
  27272. * @return a boolean indicating whether one (or more) of the triggers is handled
  27273. */
  27274. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27275. /**
  27276. * Does this action manager handles actions of a given trigger
  27277. * @param trigger defines the trigger to be tested
  27278. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27279. * @return whether the trigger is handled
  27280. */
  27281. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27282. /**
  27283. * Serialize this manager to a JSON object
  27284. * @param name defines the property name to store this manager
  27285. * @returns a JSON representation of this manager
  27286. */
  27287. abstract serialize(name: string): any;
  27288. /**
  27289. * Registers an action to this action manager
  27290. * @param action defines the action to be registered
  27291. * @return the action amended (prepared) after registration
  27292. */
  27293. abstract registerAction(action: IAction): Nullable<IAction>;
  27294. /**
  27295. * Unregisters an action to this action manager
  27296. * @param action defines the action to be unregistered
  27297. * @return a boolean indicating whether the action has been unregistered
  27298. */
  27299. abstract unregisterAction(action: IAction): Boolean;
  27300. /**
  27301. * Does exist one action manager with at least one trigger
  27302. **/
  27303. static readonly HasTriggers: boolean;
  27304. /**
  27305. * Does exist one action manager with at least one pick trigger
  27306. **/
  27307. static readonly HasPickTriggers: boolean;
  27308. /**
  27309. * Does exist one action manager that handles actions of a given trigger
  27310. * @param trigger defines the trigger to be tested
  27311. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27312. **/
  27313. static HasSpecificTrigger(trigger: number): boolean;
  27314. }
  27315. }
  27316. declare module "babylonjs/node" {
  27317. import { Scene } from "babylonjs/scene";
  27318. import { Nullable } from "babylonjs/types";
  27319. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27320. import { Engine } from "babylonjs/Engines/engine";
  27321. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27322. import { Observable } from "babylonjs/Misc/observable";
  27323. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27324. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27325. import { Animatable } from "babylonjs/Animations/animatable";
  27326. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27327. import { Animation } from "babylonjs/Animations/animation";
  27328. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27329. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27330. /**
  27331. * Defines how a node can be built from a string name.
  27332. */
  27333. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27334. /**
  27335. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27336. */
  27337. export class Node implements IBehaviorAware<Node> {
  27338. /** @hidden */
  27339. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27340. private static _NodeConstructors;
  27341. /**
  27342. * Add a new node constructor
  27343. * @param type defines the type name of the node to construct
  27344. * @param constructorFunc defines the constructor function
  27345. */
  27346. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27347. /**
  27348. * Returns a node constructor based on type name
  27349. * @param type defines the type name
  27350. * @param name defines the new node name
  27351. * @param scene defines the hosting scene
  27352. * @param options defines optional options to transmit to constructors
  27353. * @returns the new constructor or null
  27354. */
  27355. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27356. /**
  27357. * Gets or sets the name of the node
  27358. */
  27359. name: string;
  27360. /**
  27361. * Gets or sets the id of the node
  27362. */
  27363. id: string;
  27364. /**
  27365. * Gets or sets the unique id of the node
  27366. */
  27367. uniqueId: number;
  27368. /**
  27369. * Gets or sets a string used to store user defined state for the node
  27370. */
  27371. state: string;
  27372. /**
  27373. * Gets or sets an object used to store user defined information for the node
  27374. */
  27375. metadata: any;
  27376. /**
  27377. * For internal use only. Please do not use.
  27378. */
  27379. reservedDataStore: any;
  27380. /**
  27381. * List of inspectable custom properties (used by the Inspector)
  27382. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27383. */
  27384. inspectableCustomProperties: IInspectable[];
  27385. /**
  27386. * Gets or sets a boolean used to define if the node must be serialized
  27387. */
  27388. doNotSerialize: boolean;
  27389. /** @hidden */
  27390. _isDisposed: boolean;
  27391. /**
  27392. * Gets a list of Animations associated with the node
  27393. */
  27394. animations: import("babylonjs/Animations/animation").Animation[];
  27395. protected _ranges: {
  27396. [name: string]: Nullable<AnimationRange>;
  27397. };
  27398. /**
  27399. * Callback raised when the node is ready to be used
  27400. */
  27401. onReady: Nullable<(node: Node) => void>;
  27402. private _isEnabled;
  27403. private _isParentEnabled;
  27404. private _isReady;
  27405. /** @hidden */
  27406. _currentRenderId: number;
  27407. private _parentUpdateId;
  27408. /** @hidden */
  27409. _childUpdateId: number;
  27410. /** @hidden */
  27411. _waitingParentId: Nullable<string>;
  27412. /** @hidden */
  27413. _scene: Scene;
  27414. /** @hidden */
  27415. _cache: any;
  27416. private _parentNode;
  27417. private _children;
  27418. /** @hidden */
  27419. _worldMatrix: Matrix;
  27420. /** @hidden */
  27421. _worldMatrixDeterminant: number;
  27422. /** @hidden */
  27423. _worldMatrixDeterminantIsDirty: boolean;
  27424. /** @hidden */
  27425. private _sceneRootNodesIndex;
  27426. /**
  27427. * Gets a boolean indicating if the node has been disposed
  27428. * @returns true if the node was disposed
  27429. */
  27430. isDisposed(): boolean;
  27431. /**
  27432. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27433. * @see https://doc.babylonjs.com/how_to/parenting
  27434. */
  27435. parent: Nullable<Node>;
  27436. private addToSceneRootNodes;
  27437. private removeFromSceneRootNodes;
  27438. private _animationPropertiesOverride;
  27439. /**
  27440. * Gets or sets the animation properties override
  27441. */
  27442. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27443. /**
  27444. * Gets a string idenfifying the name of the class
  27445. * @returns "Node" string
  27446. */
  27447. getClassName(): string;
  27448. /** @hidden */
  27449. readonly _isNode: boolean;
  27450. /**
  27451. * An event triggered when the mesh is disposed
  27452. */
  27453. onDisposeObservable: Observable<Node>;
  27454. private _onDisposeObserver;
  27455. /**
  27456. * Sets a callback that will be raised when the node will be disposed
  27457. */
  27458. onDispose: () => void;
  27459. /**
  27460. * Creates a new Node
  27461. * @param name the name and id to be given to this node
  27462. * @param scene the scene this node will be added to
  27463. * @param addToRootNodes the node will be added to scene.rootNodes
  27464. */
  27465. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27466. /**
  27467. * Gets the scene of the node
  27468. * @returns a scene
  27469. */
  27470. getScene(): Scene;
  27471. /**
  27472. * Gets the engine of the node
  27473. * @returns a Engine
  27474. */
  27475. getEngine(): Engine;
  27476. private _behaviors;
  27477. /**
  27478. * Attach a behavior to the node
  27479. * @see http://doc.babylonjs.com/features/behaviour
  27480. * @param behavior defines the behavior to attach
  27481. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27482. * @returns the current Node
  27483. */
  27484. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27485. /**
  27486. * Remove an attached behavior
  27487. * @see http://doc.babylonjs.com/features/behaviour
  27488. * @param behavior defines the behavior to attach
  27489. * @returns the current Node
  27490. */
  27491. removeBehavior(behavior: Behavior<Node>): Node;
  27492. /**
  27493. * Gets the list of attached behaviors
  27494. * @see http://doc.babylonjs.com/features/behaviour
  27495. */
  27496. readonly behaviors: Behavior<Node>[];
  27497. /**
  27498. * Gets an attached behavior by name
  27499. * @param name defines the name of the behavior to look for
  27500. * @see http://doc.babylonjs.com/features/behaviour
  27501. * @returns null if behavior was not found else the requested behavior
  27502. */
  27503. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27504. /**
  27505. * Returns the latest update of the World matrix
  27506. * @returns a Matrix
  27507. */
  27508. getWorldMatrix(): Matrix;
  27509. /** @hidden */
  27510. _getWorldMatrixDeterminant(): number;
  27511. /**
  27512. * Returns directly the latest state of the mesh World matrix.
  27513. * A Matrix is returned.
  27514. */
  27515. readonly worldMatrixFromCache: Matrix;
  27516. /** @hidden */
  27517. _initCache(): void;
  27518. /** @hidden */
  27519. updateCache(force?: boolean): void;
  27520. /** @hidden */
  27521. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27522. /** @hidden */
  27523. _updateCache(ignoreParentClass?: boolean): void;
  27524. /** @hidden */
  27525. _isSynchronized(): boolean;
  27526. /** @hidden */
  27527. _markSyncedWithParent(): void;
  27528. /** @hidden */
  27529. isSynchronizedWithParent(): boolean;
  27530. /** @hidden */
  27531. isSynchronized(): boolean;
  27532. /**
  27533. * Is this node ready to be used/rendered
  27534. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27535. * @return true if the node is ready
  27536. */
  27537. isReady(completeCheck?: boolean): boolean;
  27538. /**
  27539. * Is this node enabled?
  27540. * 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
  27541. * @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
  27542. * @return whether this node (and its parent) is enabled
  27543. */
  27544. isEnabled(checkAncestors?: boolean): boolean;
  27545. /** @hidden */
  27546. protected _syncParentEnabledState(): void;
  27547. /**
  27548. * Set the enabled state of this node
  27549. * @param value defines the new enabled state
  27550. */
  27551. setEnabled(value: boolean): void;
  27552. /**
  27553. * Is this node a descendant of the given node?
  27554. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27555. * @param ancestor defines the parent node to inspect
  27556. * @returns a boolean indicating if this node is a descendant of the given node
  27557. */
  27558. isDescendantOf(ancestor: Node): boolean;
  27559. /** @hidden */
  27560. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27561. /**
  27562. * Will return all nodes that have this node as ascendant
  27563. * @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
  27564. * @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
  27565. * @return all children nodes of all types
  27566. */
  27567. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27568. /**
  27569. * Get all child-meshes of this node
  27570. * @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)
  27571. * @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
  27572. * @returns an array of AbstractMesh
  27573. */
  27574. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27575. /**
  27576. * Get all direct children of this node
  27577. * @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
  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: true)
  27579. * @returns an array of Node
  27580. */
  27581. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27582. /** @hidden */
  27583. _setReady(state: boolean): void;
  27584. /**
  27585. * Get an animation by name
  27586. * @param name defines the name of the animation to look for
  27587. * @returns null if not found else the requested animation
  27588. */
  27589. getAnimationByName(name: string): Nullable<Animation>;
  27590. /**
  27591. * Creates an animation range for this node
  27592. * @param name defines the name of the range
  27593. * @param from defines the starting key
  27594. * @param to defines the end key
  27595. */
  27596. createAnimationRange(name: string, from: number, to: number): void;
  27597. /**
  27598. * Delete a specific animation range
  27599. * @param name defines the name of the range to delete
  27600. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27601. */
  27602. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27603. /**
  27604. * Get an animation range by name
  27605. * @param name defines the name of the animation range to look for
  27606. * @returns null if not found else the requested animation range
  27607. */
  27608. getAnimationRange(name: string): Nullable<AnimationRange>;
  27609. /**
  27610. * Gets the list of all animation ranges defined on this node
  27611. * @returns an array
  27612. */
  27613. getAnimationRanges(): Nullable<AnimationRange>[];
  27614. /**
  27615. * Will start the animation sequence
  27616. * @param name defines the range frames for animation sequence
  27617. * @param loop defines if the animation should loop (false by default)
  27618. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27619. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27620. * @returns the object created for this animation. If range does not exist, it will return null
  27621. */
  27622. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27623. /**
  27624. * Serialize animation ranges into a JSON compatible object
  27625. * @returns serialization object
  27626. */
  27627. serializeAnimationRanges(): any;
  27628. /**
  27629. * Computes the world matrix of the node
  27630. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27631. * @returns the world matrix
  27632. */
  27633. computeWorldMatrix(force?: boolean): Matrix;
  27634. /**
  27635. * Releases resources associated with this node.
  27636. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27637. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27638. */
  27639. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27640. /**
  27641. * Parse animation range data from a serialization object and store them into a given node
  27642. * @param node defines where to store the animation ranges
  27643. * @param parsedNode defines the serialization object to read data from
  27644. * @param scene defines the hosting scene
  27645. */
  27646. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27647. /**
  27648. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27649. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27650. * @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
  27651. * @returns the new bounding vectors
  27652. */
  27653. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27654. min: Vector3;
  27655. max: Vector3;
  27656. };
  27657. }
  27658. }
  27659. declare module "babylonjs/Animations/animation" {
  27660. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27661. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27662. import { Color3 } from "babylonjs/Maths/math.color";
  27663. import { Nullable } from "babylonjs/types";
  27664. import { Scene } from "babylonjs/scene";
  27665. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27666. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27667. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27668. import { Node } from "babylonjs/node";
  27669. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27670. import { Size } from "babylonjs/Maths/math.size";
  27671. import { Animatable } from "babylonjs/Animations/animatable";
  27672. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27673. /**
  27674. * @hidden
  27675. */
  27676. export class _IAnimationState {
  27677. key: number;
  27678. repeatCount: number;
  27679. workValue?: any;
  27680. loopMode?: number;
  27681. offsetValue?: any;
  27682. highLimitValue?: any;
  27683. }
  27684. /**
  27685. * Class used to store any kind of animation
  27686. */
  27687. export class Animation {
  27688. /**Name of the animation */
  27689. name: string;
  27690. /**Property to animate */
  27691. targetProperty: string;
  27692. /**The frames per second of the animation */
  27693. framePerSecond: number;
  27694. /**The data type of the animation */
  27695. dataType: number;
  27696. /**The loop mode of the animation */
  27697. loopMode?: number | undefined;
  27698. /**Specifies if blending should be enabled */
  27699. enableBlending?: boolean | undefined;
  27700. /**
  27701. * Use matrix interpolation instead of using direct key value when animating matrices
  27702. */
  27703. static AllowMatricesInterpolation: boolean;
  27704. /**
  27705. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27706. */
  27707. static AllowMatrixDecomposeForInterpolation: boolean;
  27708. /**
  27709. * Stores the key frames of the animation
  27710. */
  27711. private _keys;
  27712. /**
  27713. * Stores the easing function of the animation
  27714. */
  27715. private _easingFunction;
  27716. /**
  27717. * @hidden Internal use only
  27718. */
  27719. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27720. /**
  27721. * The set of event that will be linked to this animation
  27722. */
  27723. private _events;
  27724. /**
  27725. * Stores an array of target property paths
  27726. */
  27727. targetPropertyPath: string[];
  27728. /**
  27729. * Stores the blending speed of the animation
  27730. */
  27731. blendingSpeed: number;
  27732. /**
  27733. * Stores the animation ranges for the animation
  27734. */
  27735. private _ranges;
  27736. /**
  27737. * @hidden Internal use
  27738. */
  27739. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27740. /**
  27741. * Sets up an animation
  27742. * @param property The property to animate
  27743. * @param animationType The animation type to apply
  27744. * @param framePerSecond The frames per second of the animation
  27745. * @param easingFunction The easing function used in the animation
  27746. * @returns The created animation
  27747. */
  27748. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27749. /**
  27750. * Create and start an animation on a node
  27751. * @param name defines the name of the global animation that will be run on all nodes
  27752. * @param node defines the root node where the animation will take place
  27753. * @param targetProperty defines property to animate
  27754. * @param framePerSecond defines the number of frame per second yo use
  27755. * @param totalFrame defines the number of frames in total
  27756. * @param from defines the initial value
  27757. * @param to defines the final value
  27758. * @param loopMode defines which loop mode you want to use (off by default)
  27759. * @param easingFunction defines the easing function to use (linear by default)
  27760. * @param onAnimationEnd defines the callback to call when animation end
  27761. * @returns the animatable created for this animation
  27762. */
  27763. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27764. /**
  27765. * Create and start an animation on a node and its descendants
  27766. * @param name defines the name of the global animation that will be run on all nodes
  27767. * @param node defines the root node where the animation will take place
  27768. * @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
  27769. * @param targetProperty defines property to animate
  27770. * @param framePerSecond defines the number of frame per second to use
  27771. * @param totalFrame defines the number of frames in total
  27772. * @param from defines the initial value
  27773. * @param to defines the final value
  27774. * @param loopMode defines which loop mode you want to use (off by default)
  27775. * @param easingFunction defines the easing function to use (linear by default)
  27776. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27777. * @returns the list of animatables created for all nodes
  27778. * @example https://www.babylonjs-playground.com/#MH0VLI
  27779. */
  27780. 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[]>;
  27781. /**
  27782. * Creates a new animation, merges it with the existing animations and starts it
  27783. * @param name Name of the animation
  27784. * @param node Node which contains the scene that begins the animations
  27785. * @param targetProperty Specifies which property to animate
  27786. * @param framePerSecond The frames per second of the animation
  27787. * @param totalFrame The total number of frames
  27788. * @param from The frame at the beginning of the animation
  27789. * @param to The frame at the end of the animation
  27790. * @param loopMode Specifies the loop mode of the animation
  27791. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27792. * @param onAnimationEnd Callback to run once the animation is complete
  27793. * @returns Nullable animation
  27794. */
  27795. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27796. /**
  27797. * Transition property of an host to the target Value
  27798. * @param property The property to transition
  27799. * @param targetValue The target Value of the property
  27800. * @param host The object where the property to animate belongs
  27801. * @param scene Scene used to run the animation
  27802. * @param frameRate Framerate (in frame/s) to use
  27803. * @param transition The transition type we want to use
  27804. * @param duration The duration of the animation, in milliseconds
  27805. * @param onAnimationEnd Callback trigger at the end of the animation
  27806. * @returns Nullable animation
  27807. */
  27808. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27809. /**
  27810. * Return the array of runtime animations currently using this animation
  27811. */
  27812. readonly runtimeAnimations: RuntimeAnimation[];
  27813. /**
  27814. * Specifies if any of the runtime animations are currently running
  27815. */
  27816. readonly hasRunningRuntimeAnimations: boolean;
  27817. /**
  27818. * Initializes the animation
  27819. * @param name Name of the animation
  27820. * @param targetProperty Property to animate
  27821. * @param framePerSecond The frames per second of the animation
  27822. * @param dataType The data type of the animation
  27823. * @param loopMode The loop mode of the animation
  27824. * @param enableBlending Specifies if blending should be enabled
  27825. */
  27826. constructor(
  27827. /**Name of the animation */
  27828. name: string,
  27829. /**Property to animate */
  27830. targetProperty: string,
  27831. /**The frames per second of the animation */
  27832. framePerSecond: number,
  27833. /**The data type of the animation */
  27834. dataType: number,
  27835. /**The loop mode of the animation */
  27836. loopMode?: number | undefined,
  27837. /**Specifies if blending should be enabled */
  27838. enableBlending?: boolean | undefined);
  27839. /**
  27840. * Converts the animation to a string
  27841. * @param fullDetails support for multiple levels of logging within scene loading
  27842. * @returns String form of the animation
  27843. */
  27844. toString(fullDetails?: boolean): string;
  27845. /**
  27846. * Add an event to this animation
  27847. * @param event Event to add
  27848. */
  27849. addEvent(event: AnimationEvent): void;
  27850. /**
  27851. * Remove all events found at the given frame
  27852. * @param frame The frame to remove events from
  27853. */
  27854. removeEvents(frame: number): void;
  27855. /**
  27856. * Retrieves all the events from the animation
  27857. * @returns Events from the animation
  27858. */
  27859. getEvents(): AnimationEvent[];
  27860. /**
  27861. * Creates an animation range
  27862. * @param name Name of the animation range
  27863. * @param from Starting frame of the animation range
  27864. * @param to Ending frame of the animation
  27865. */
  27866. createRange(name: string, from: number, to: number): void;
  27867. /**
  27868. * Deletes an animation range by name
  27869. * @param name Name of the animation range to delete
  27870. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27871. */
  27872. deleteRange(name: string, deleteFrames?: boolean): void;
  27873. /**
  27874. * Gets the animation range by name, or null if not defined
  27875. * @param name Name of the animation range
  27876. * @returns Nullable animation range
  27877. */
  27878. getRange(name: string): Nullable<AnimationRange>;
  27879. /**
  27880. * Gets the key frames from the animation
  27881. * @returns The key frames of the animation
  27882. */
  27883. getKeys(): Array<IAnimationKey>;
  27884. /**
  27885. * Gets the highest frame rate of the animation
  27886. * @returns Highest frame rate of the animation
  27887. */
  27888. getHighestFrame(): number;
  27889. /**
  27890. * Gets the easing function of the animation
  27891. * @returns Easing function of the animation
  27892. */
  27893. getEasingFunction(): IEasingFunction;
  27894. /**
  27895. * Sets the easing function of the animation
  27896. * @param easingFunction A custom mathematical formula for animation
  27897. */
  27898. setEasingFunction(easingFunction: EasingFunction): void;
  27899. /**
  27900. * Interpolates a scalar linearly
  27901. * @param startValue Start value of the animation curve
  27902. * @param endValue End value of the animation curve
  27903. * @param gradient Scalar amount to interpolate
  27904. * @returns Interpolated scalar value
  27905. */
  27906. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27907. /**
  27908. * Interpolates a scalar cubically
  27909. * @param startValue Start value of the animation curve
  27910. * @param outTangent End tangent of the animation
  27911. * @param endValue End value of the animation curve
  27912. * @param inTangent Start tangent of the animation curve
  27913. * @param gradient Scalar amount to interpolate
  27914. * @returns Interpolated scalar value
  27915. */
  27916. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27917. /**
  27918. * Interpolates a quaternion using a spherical linear interpolation
  27919. * @param startValue Start value of the animation curve
  27920. * @param endValue End value of the animation curve
  27921. * @param gradient Scalar amount to interpolate
  27922. * @returns Interpolated quaternion value
  27923. */
  27924. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27925. /**
  27926. * Interpolates a quaternion cubically
  27927. * @param startValue Start value of the animation curve
  27928. * @param outTangent End tangent of the animation curve
  27929. * @param endValue End value of the animation curve
  27930. * @param inTangent Start tangent of the animation curve
  27931. * @param gradient Scalar amount to interpolate
  27932. * @returns Interpolated quaternion value
  27933. */
  27934. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27935. /**
  27936. * Interpolates a Vector3 linearl
  27937. * @param startValue Start value of the animation curve
  27938. * @param endValue End value of the animation curve
  27939. * @param gradient Scalar amount to interpolate
  27940. * @returns Interpolated scalar value
  27941. */
  27942. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27943. /**
  27944. * Interpolates a Vector3 cubically
  27945. * @param startValue Start value of the animation curve
  27946. * @param outTangent End tangent of the animation
  27947. * @param endValue End value of the animation curve
  27948. * @param inTangent Start tangent of the animation curve
  27949. * @param gradient Scalar amount to interpolate
  27950. * @returns InterpolatedVector3 value
  27951. */
  27952. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27953. /**
  27954. * Interpolates a Vector2 linearly
  27955. * @param startValue Start value of the animation curve
  27956. * @param endValue End value of the animation curve
  27957. * @param gradient Scalar amount to interpolate
  27958. * @returns Interpolated Vector2 value
  27959. */
  27960. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27961. /**
  27962. * Interpolates a Vector2 cubically
  27963. * @param startValue Start value of the animation curve
  27964. * @param outTangent End tangent of the animation
  27965. * @param endValue End value of the animation curve
  27966. * @param inTangent Start tangent of the animation curve
  27967. * @param gradient Scalar amount to interpolate
  27968. * @returns Interpolated Vector2 value
  27969. */
  27970. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27971. /**
  27972. * Interpolates a size linearly
  27973. * @param startValue Start value of the animation curve
  27974. * @param endValue End value of the animation curve
  27975. * @param gradient Scalar amount to interpolate
  27976. * @returns Interpolated Size value
  27977. */
  27978. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27979. /**
  27980. * Interpolates a Color3 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 Color3 value
  27985. */
  27986. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27987. /**
  27988. * @hidden Internal use only
  27989. */
  27990. _getKeyValue(value: any): any;
  27991. /**
  27992. * @hidden Internal use only
  27993. */
  27994. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27995. /**
  27996. * Defines the function to use to interpolate matrices
  27997. * @param startValue defines the start matrix
  27998. * @param endValue defines the end matrix
  27999. * @param gradient defines the gradient between both matrices
  28000. * @param result defines an optional target matrix where to store the interpolation
  28001. * @returns the interpolated matrix
  28002. */
  28003. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28004. /**
  28005. * Makes a copy of the animation
  28006. * @returns Cloned animation
  28007. */
  28008. clone(): Animation;
  28009. /**
  28010. * Sets the key frames of the animation
  28011. * @param values The animation key frames to set
  28012. */
  28013. setKeys(values: Array<IAnimationKey>): void;
  28014. /**
  28015. * Serializes the animation to an object
  28016. * @returns Serialized object
  28017. */
  28018. serialize(): any;
  28019. /**
  28020. * Float animation type
  28021. */
  28022. private static _ANIMATIONTYPE_FLOAT;
  28023. /**
  28024. * Vector3 animation type
  28025. */
  28026. private static _ANIMATIONTYPE_VECTOR3;
  28027. /**
  28028. * Quaternion animation type
  28029. */
  28030. private static _ANIMATIONTYPE_QUATERNION;
  28031. /**
  28032. * Matrix animation type
  28033. */
  28034. private static _ANIMATIONTYPE_MATRIX;
  28035. /**
  28036. * Color3 animation type
  28037. */
  28038. private static _ANIMATIONTYPE_COLOR3;
  28039. /**
  28040. * Vector2 animation type
  28041. */
  28042. private static _ANIMATIONTYPE_VECTOR2;
  28043. /**
  28044. * Size animation type
  28045. */
  28046. private static _ANIMATIONTYPE_SIZE;
  28047. /**
  28048. * Relative Loop Mode
  28049. */
  28050. private static _ANIMATIONLOOPMODE_RELATIVE;
  28051. /**
  28052. * Cycle Loop Mode
  28053. */
  28054. private static _ANIMATIONLOOPMODE_CYCLE;
  28055. /**
  28056. * Constant Loop Mode
  28057. */
  28058. private static _ANIMATIONLOOPMODE_CONSTANT;
  28059. /**
  28060. * Get the float animation type
  28061. */
  28062. static readonly ANIMATIONTYPE_FLOAT: number;
  28063. /**
  28064. * Get the Vector3 animation type
  28065. */
  28066. static readonly ANIMATIONTYPE_VECTOR3: number;
  28067. /**
  28068. * Get the Vector2 animation type
  28069. */
  28070. static readonly ANIMATIONTYPE_VECTOR2: number;
  28071. /**
  28072. * Get the Size animation type
  28073. */
  28074. static readonly ANIMATIONTYPE_SIZE: number;
  28075. /**
  28076. * Get the Quaternion animation type
  28077. */
  28078. static readonly ANIMATIONTYPE_QUATERNION: number;
  28079. /**
  28080. * Get the Matrix animation type
  28081. */
  28082. static readonly ANIMATIONTYPE_MATRIX: number;
  28083. /**
  28084. * Get the Color3 animation type
  28085. */
  28086. static readonly ANIMATIONTYPE_COLOR3: number;
  28087. /**
  28088. * Get the Relative Loop Mode
  28089. */
  28090. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28091. /**
  28092. * Get the Cycle Loop Mode
  28093. */
  28094. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28095. /**
  28096. * Get the Constant Loop Mode
  28097. */
  28098. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28099. /** @hidden */
  28100. static _UniversalLerp(left: any, right: any, amount: number): any;
  28101. /**
  28102. * Parses an animation object and creates an animation
  28103. * @param parsedAnimation Parsed animation object
  28104. * @returns Animation object
  28105. */
  28106. static Parse(parsedAnimation: any): Animation;
  28107. /**
  28108. * Appends the serialized animations from the source animations
  28109. * @param source Source containing the animations
  28110. * @param destination Target to store the animations
  28111. */
  28112. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28113. }
  28114. }
  28115. declare module "babylonjs/Animations/animatable.interface" {
  28116. import { Nullable } from "babylonjs/types";
  28117. import { Animation } from "babylonjs/Animations/animation";
  28118. /**
  28119. * Interface containing an array of animations
  28120. */
  28121. export interface IAnimatable {
  28122. /**
  28123. * Array of animations
  28124. */
  28125. animations: Nullable<Array<Animation>>;
  28126. }
  28127. }
  28128. declare module "babylonjs/Materials/fresnelParameters" {
  28129. import { Color3 } from "babylonjs/Maths/math.color";
  28130. /**
  28131. * This represents all the required information to add a fresnel effect on a material:
  28132. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28133. */
  28134. export class FresnelParameters {
  28135. private _isEnabled;
  28136. /**
  28137. * Define if the fresnel effect is enable or not.
  28138. */
  28139. isEnabled: boolean;
  28140. /**
  28141. * Define the color used on edges (grazing angle)
  28142. */
  28143. leftColor: Color3;
  28144. /**
  28145. * Define the color used on center
  28146. */
  28147. rightColor: Color3;
  28148. /**
  28149. * Define bias applied to computed fresnel term
  28150. */
  28151. bias: number;
  28152. /**
  28153. * Defined the power exponent applied to fresnel term
  28154. */
  28155. power: number;
  28156. /**
  28157. * Clones the current fresnel and its valuues
  28158. * @returns a clone fresnel configuration
  28159. */
  28160. clone(): FresnelParameters;
  28161. /**
  28162. * Serializes the current fresnel parameters to a JSON representation.
  28163. * @return the JSON serialization
  28164. */
  28165. serialize(): any;
  28166. /**
  28167. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28168. * @param parsedFresnelParameters Define the JSON representation
  28169. * @returns the parsed parameters
  28170. */
  28171. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28172. }
  28173. }
  28174. declare module "babylonjs/Misc/decorators" {
  28175. import { Nullable } from "babylonjs/types";
  28176. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28177. import { Scene } from "babylonjs/scene";
  28178. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28179. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28180. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28181. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28182. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28183. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28184. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28185. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28186. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28187. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28188. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28189. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28190. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28191. /**
  28192. * Decorator used to define property that can be serialized as reference to a camera
  28193. * @param sourceName defines the name of the property to decorate
  28194. */
  28195. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28196. /**
  28197. * Class used to help serialization objects
  28198. */
  28199. export class SerializationHelper {
  28200. /** @hidden */
  28201. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28202. /** @hidden */
  28203. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28204. /** @hidden */
  28205. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28206. /** @hidden */
  28207. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28208. /**
  28209. * Appends the serialized animations from the source animations
  28210. * @param source Source containing the animations
  28211. * @param destination Target to store the animations
  28212. */
  28213. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28214. /**
  28215. * Static function used to serialized a specific entity
  28216. * @param entity defines the entity to serialize
  28217. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28218. * @returns a JSON compatible object representing the serialization of the entity
  28219. */
  28220. static Serialize<T>(entity: T, serializationObject?: any): any;
  28221. /**
  28222. * Creates a new entity from a serialization data object
  28223. * @param creationFunction defines a function used to instanciated the new entity
  28224. * @param source defines the source serialization data
  28225. * @param scene defines the hosting scene
  28226. * @param rootUrl defines the root url for resources
  28227. * @returns a new entity
  28228. */
  28229. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28230. /**
  28231. * Clones an object
  28232. * @param creationFunction defines the function used to instanciate the new object
  28233. * @param source defines the source object
  28234. * @returns the cloned object
  28235. */
  28236. static Clone<T>(creationFunction: () => T, source: T): T;
  28237. /**
  28238. * Instanciates a new object based on a source one (some data will be shared between both object)
  28239. * @param creationFunction defines the function used to instanciate the new object
  28240. * @param source defines the source object
  28241. * @returns the new object
  28242. */
  28243. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28244. }
  28245. }
  28246. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28247. import { Nullable } from "babylonjs/types";
  28248. /**
  28249. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28250. */
  28251. export interface CubeMapInfo {
  28252. /**
  28253. * The pixel array for the front face.
  28254. * This is stored in format, left to right, up to down format.
  28255. */
  28256. front: Nullable<ArrayBufferView>;
  28257. /**
  28258. * The pixel array for the back face.
  28259. * This is stored in format, left to right, up to down format.
  28260. */
  28261. back: Nullable<ArrayBufferView>;
  28262. /**
  28263. * The pixel array for the left face.
  28264. * This is stored in format, left to right, up to down format.
  28265. */
  28266. left: Nullable<ArrayBufferView>;
  28267. /**
  28268. * The pixel array for the right face.
  28269. * This is stored in format, left to right, up to down format.
  28270. */
  28271. right: Nullable<ArrayBufferView>;
  28272. /**
  28273. * The pixel array for the up face.
  28274. * This is stored in format, left to right, up to down format.
  28275. */
  28276. up: Nullable<ArrayBufferView>;
  28277. /**
  28278. * The pixel array for the down face.
  28279. * This is stored in format, left to right, up to down format.
  28280. */
  28281. down: Nullable<ArrayBufferView>;
  28282. /**
  28283. * The size of the cubemap stored.
  28284. *
  28285. * Each faces will be size * size pixels.
  28286. */
  28287. size: number;
  28288. /**
  28289. * The format of the texture.
  28290. *
  28291. * RGBA, RGB.
  28292. */
  28293. format: number;
  28294. /**
  28295. * The type of the texture data.
  28296. *
  28297. * UNSIGNED_INT, FLOAT.
  28298. */
  28299. type: number;
  28300. /**
  28301. * Specifies whether the texture is in gamma space.
  28302. */
  28303. gammaSpace: boolean;
  28304. }
  28305. /**
  28306. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28307. */
  28308. export class PanoramaToCubeMapTools {
  28309. private static FACE_FRONT;
  28310. private static FACE_BACK;
  28311. private static FACE_RIGHT;
  28312. private static FACE_LEFT;
  28313. private static FACE_DOWN;
  28314. private static FACE_UP;
  28315. /**
  28316. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28317. *
  28318. * @param float32Array The source data.
  28319. * @param inputWidth The width of the input panorama.
  28320. * @param inputHeight The height of the input panorama.
  28321. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28322. * @return The cubemap data
  28323. */
  28324. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28325. private static CreateCubemapTexture;
  28326. private static CalcProjectionSpherical;
  28327. }
  28328. }
  28329. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28330. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28331. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28332. import { Nullable } from "babylonjs/types";
  28333. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28334. /**
  28335. * Helper class dealing with the extraction of spherical polynomial dataArray
  28336. * from a cube map.
  28337. */
  28338. export class CubeMapToSphericalPolynomialTools {
  28339. private static FileFaces;
  28340. /**
  28341. * Converts a texture to the according Spherical Polynomial data.
  28342. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28343. *
  28344. * @param texture The texture to extract the information from.
  28345. * @return The Spherical Polynomial data.
  28346. */
  28347. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28348. /**
  28349. * Converts a cubemap 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 cubeInfo The Cube map to extract the information from.
  28353. * @return The Spherical Polynomial data.
  28354. */
  28355. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28356. }
  28357. }
  28358. declare module "babylonjs/Misc/guid" {
  28359. /**
  28360. * Class used to manipulate GUIDs
  28361. */
  28362. export class GUID {
  28363. /**
  28364. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28365. * Be aware Math.random() could cause collisions, but:
  28366. * "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"
  28367. * @returns a pseudo random id
  28368. */
  28369. static RandomId(): string;
  28370. }
  28371. }
  28372. declare module "babylonjs/Materials/Textures/baseTexture" {
  28373. import { Observable } from "babylonjs/Misc/observable";
  28374. import { Nullable } from "babylonjs/types";
  28375. import { Scene } from "babylonjs/scene";
  28376. import { Matrix } from "babylonjs/Maths/math.vector";
  28377. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28378. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28379. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28380. import { ISize } from "babylonjs/Maths/math.size";
  28381. /**
  28382. * Base class of all the textures in babylon.
  28383. * It groups all the common properties the materials, post process, lights... might need
  28384. * in order to make a correct use of the texture.
  28385. */
  28386. export class BaseTexture implements IAnimatable {
  28387. /**
  28388. * Default anisotropic filtering level for the application.
  28389. * It is set to 4 as a good tradeoff between perf and quality.
  28390. */
  28391. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28392. /**
  28393. * Gets or sets the unique id of the texture
  28394. */
  28395. uniqueId: number;
  28396. /**
  28397. * Define the name of the texture.
  28398. */
  28399. name: string;
  28400. /**
  28401. * Gets or sets an object used to store user defined information.
  28402. */
  28403. metadata: any;
  28404. /**
  28405. * For internal use only. Please do not use.
  28406. */
  28407. reservedDataStore: any;
  28408. private _hasAlpha;
  28409. /**
  28410. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28411. */
  28412. hasAlpha: boolean;
  28413. /**
  28414. * Defines if the alpha value should be determined via the rgb values.
  28415. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28416. */
  28417. getAlphaFromRGB: boolean;
  28418. /**
  28419. * Intensity or strength of the texture.
  28420. * It is commonly used by materials to fine tune the intensity of the texture
  28421. */
  28422. level: number;
  28423. /**
  28424. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28425. * This is part of the texture as textures usually maps to one uv set.
  28426. */
  28427. coordinatesIndex: number;
  28428. private _coordinatesMode;
  28429. /**
  28430. * How a texture is mapped.
  28431. *
  28432. * | Value | Type | Description |
  28433. * | ----- | ----------------------------------- | ----------- |
  28434. * | 0 | EXPLICIT_MODE | |
  28435. * | 1 | SPHERICAL_MODE | |
  28436. * | 2 | PLANAR_MODE | |
  28437. * | 3 | CUBIC_MODE | |
  28438. * | 4 | PROJECTION_MODE | |
  28439. * | 5 | SKYBOX_MODE | |
  28440. * | 6 | INVCUBIC_MODE | |
  28441. * | 7 | EQUIRECTANGULAR_MODE | |
  28442. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28443. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28444. */
  28445. coordinatesMode: number;
  28446. /**
  28447. * | Value | Type | Description |
  28448. * | ----- | ------------------ | ----------- |
  28449. * | 0 | CLAMP_ADDRESSMODE | |
  28450. * | 1 | WRAP_ADDRESSMODE | |
  28451. * | 2 | MIRROR_ADDRESSMODE | |
  28452. */
  28453. wrapU: number;
  28454. /**
  28455. * | Value | Type | Description |
  28456. * | ----- | ------------------ | ----------- |
  28457. * | 0 | CLAMP_ADDRESSMODE | |
  28458. * | 1 | WRAP_ADDRESSMODE | |
  28459. * | 2 | MIRROR_ADDRESSMODE | |
  28460. */
  28461. wrapV: number;
  28462. /**
  28463. * | Value | Type | Description |
  28464. * | ----- | ------------------ | ----------- |
  28465. * | 0 | CLAMP_ADDRESSMODE | |
  28466. * | 1 | WRAP_ADDRESSMODE | |
  28467. * | 2 | MIRROR_ADDRESSMODE | |
  28468. */
  28469. wrapR: number;
  28470. /**
  28471. * With compliant hardware and browser (supporting anisotropic filtering)
  28472. * this defines the level of anisotropic filtering in the texture.
  28473. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28474. */
  28475. anisotropicFilteringLevel: number;
  28476. /**
  28477. * Define if the texture is a cube texture or if false a 2d texture.
  28478. */
  28479. isCube: boolean;
  28480. /**
  28481. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28482. */
  28483. is3D: boolean;
  28484. /**
  28485. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28486. * HDR texture are usually stored in linear space.
  28487. * This only impacts the PBR and Background materials
  28488. */
  28489. gammaSpace: boolean;
  28490. /**
  28491. * Gets or sets whether or not the texture contains RGBD data.
  28492. */
  28493. isRGBD: boolean;
  28494. /**
  28495. * Is Z inverted in the texture (useful in a cube texture).
  28496. */
  28497. invertZ: boolean;
  28498. /**
  28499. * Are mip maps generated for this texture or not.
  28500. */
  28501. readonly noMipmap: boolean;
  28502. /**
  28503. * @hidden
  28504. */
  28505. lodLevelInAlpha: boolean;
  28506. /**
  28507. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28508. */
  28509. lodGenerationOffset: number;
  28510. /**
  28511. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28512. */
  28513. lodGenerationScale: number;
  28514. /**
  28515. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28516. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28517. * average roughness values.
  28518. */
  28519. linearSpecularLOD: boolean;
  28520. /**
  28521. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28522. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28523. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28524. */
  28525. irradianceTexture: Nullable<BaseTexture>;
  28526. /**
  28527. * Define if the texture is a render target.
  28528. */
  28529. isRenderTarget: boolean;
  28530. /**
  28531. * Define the unique id of the texture in the scene.
  28532. */
  28533. readonly uid: string;
  28534. /**
  28535. * Return a string representation of the texture.
  28536. * @returns the texture as a string
  28537. */
  28538. toString(): string;
  28539. /**
  28540. * Get the class name of the texture.
  28541. * @returns "BaseTexture"
  28542. */
  28543. getClassName(): string;
  28544. /**
  28545. * Define the list of animation attached to the texture.
  28546. */
  28547. animations: import("babylonjs/Animations/animation").Animation[];
  28548. /**
  28549. * An event triggered when the texture is disposed.
  28550. */
  28551. onDisposeObservable: Observable<BaseTexture>;
  28552. private _onDisposeObserver;
  28553. /**
  28554. * Callback triggered when the texture has been disposed.
  28555. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28556. */
  28557. onDispose: () => void;
  28558. /**
  28559. * Define the current state of the loading sequence when in delayed load mode.
  28560. */
  28561. delayLoadState: number;
  28562. private _scene;
  28563. /** @hidden */
  28564. _texture: Nullable<InternalTexture>;
  28565. private _uid;
  28566. /**
  28567. * Define if the texture is preventinga material to render or not.
  28568. * If not and the texture is not ready, the engine will use a default black texture instead.
  28569. */
  28570. readonly isBlocking: boolean;
  28571. /**
  28572. * Instantiates a new BaseTexture.
  28573. * Base class of all the textures in babylon.
  28574. * It groups all the common properties the materials, post process, lights... might need
  28575. * in order to make a correct use of the texture.
  28576. * @param scene Define the scene the texture blongs to
  28577. */
  28578. constructor(scene: Nullable<Scene>);
  28579. /**
  28580. * Get the scene the texture belongs to.
  28581. * @returns the scene or null if undefined
  28582. */
  28583. getScene(): Nullable<Scene>;
  28584. /**
  28585. * Get the texture transform matrix used to offset tile the texture for istance.
  28586. * @returns the transformation matrix
  28587. */
  28588. getTextureMatrix(): Matrix;
  28589. /**
  28590. * Get the texture reflection matrix used to rotate/transform the reflection.
  28591. * @returns the reflection matrix
  28592. */
  28593. getReflectionTextureMatrix(): Matrix;
  28594. /**
  28595. * Get the underlying lower level texture from Babylon.
  28596. * @returns the insternal texture
  28597. */
  28598. getInternalTexture(): Nullable<InternalTexture>;
  28599. /**
  28600. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28601. * @returns true if ready or not blocking
  28602. */
  28603. isReadyOrNotBlocking(): boolean;
  28604. /**
  28605. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28606. * @returns true if fully ready
  28607. */
  28608. isReady(): boolean;
  28609. private _cachedSize;
  28610. /**
  28611. * Get the size of the texture.
  28612. * @returns the texture size.
  28613. */
  28614. getSize(): ISize;
  28615. /**
  28616. * Get the base size of the texture.
  28617. * It can be different from the size if the texture has been resized for POT for instance
  28618. * @returns the base size
  28619. */
  28620. getBaseSize(): ISize;
  28621. /**
  28622. * Update the sampling mode of the texture.
  28623. * Default is Trilinear mode.
  28624. *
  28625. * | Value | Type | Description |
  28626. * | ----- | ------------------ | ----------- |
  28627. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28628. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28629. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28630. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28631. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28632. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28633. * | 7 | NEAREST_LINEAR | |
  28634. * | 8 | NEAREST_NEAREST | |
  28635. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28636. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28637. * | 11 | LINEAR_LINEAR | |
  28638. * | 12 | LINEAR_NEAREST | |
  28639. *
  28640. * > _mag_: magnification filter (close to the viewer)
  28641. * > _min_: minification filter (far from the viewer)
  28642. * > _mip_: filter used between mip map levels
  28643. *@param samplingMode Define the new sampling mode of the texture
  28644. */
  28645. updateSamplingMode(samplingMode: number): void;
  28646. /**
  28647. * Scales the texture if is `canRescale()`
  28648. * @param ratio the resize factor we want to use to rescale
  28649. */
  28650. scale(ratio: number): void;
  28651. /**
  28652. * Get if the texture can rescale.
  28653. */
  28654. readonly canRescale: boolean;
  28655. /** @hidden */
  28656. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28657. /** @hidden */
  28658. _rebuild(): void;
  28659. /**
  28660. * Triggers the load sequence in delayed load mode.
  28661. */
  28662. delayLoad(): void;
  28663. /**
  28664. * Clones the texture.
  28665. * @returns the cloned texture
  28666. */
  28667. clone(): Nullable<BaseTexture>;
  28668. /**
  28669. * Get the texture underlying type (INT, FLOAT...)
  28670. */
  28671. readonly textureType: number;
  28672. /**
  28673. * Get the texture underlying format (RGB, RGBA...)
  28674. */
  28675. readonly textureFormat: number;
  28676. /**
  28677. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28678. * This will returns an RGBA array buffer containing either in values (0-255) or
  28679. * float values (0-1) depending of the underlying buffer type.
  28680. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28681. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28682. * @param buffer defines a user defined buffer to fill with data (can be null)
  28683. * @returns The Array buffer containing the pixels data.
  28684. */
  28685. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28686. /**
  28687. * Release and destroy the underlying lower level texture aka internalTexture.
  28688. */
  28689. releaseInternalTexture(): void;
  28690. /**
  28691. * Get the polynomial representation of the texture data.
  28692. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28693. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28694. */
  28695. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28696. /** @hidden */
  28697. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28698. /** @hidden */
  28699. readonly _lodTextureMid: Nullable<BaseTexture>;
  28700. /** @hidden */
  28701. readonly _lodTextureLow: Nullable<BaseTexture>;
  28702. /**
  28703. * Dispose the texture and release its associated resources.
  28704. */
  28705. dispose(): void;
  28706. /**
  28707. * Serialize the texture into a JSON representation that can be parsed later on.
  28708. * @returns the JSON representation of the texture
  28709. */
  28710. serialize(): any;
  28711. /**
  28712. * Helper function to be called back once a list of texture contains only ready textures.
  28713. * @param textures Define the list of textures to wait for
  28714. * @param callback Define the callback triggered once the entire list will be ready
  28715. */
  28716. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28717. }
  28718. }
  28719. declare module "babylonjs/Materials/Textures/internalTexture" {
  28720. import { Observable } from "babylonjs/Misc/observable";
  28721. import { Nullable, int } from "babylonjs/types";
  28722. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28723. import { Engine } from "babylonjs/Engines/engine";
  28724. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28725. /**
  28726. * Class used to store data associated with WebGL texture data for the engine
  28727. * This class should not be used directly
  28728. */
  28729. export class InternalTexture {
  28730. /** @hidden */
  28731. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28732. /**
  28733. * The source of the texture data is unknown
  28734. */
  28735. static DATASOURCE_UNKNOWN: number;
  28736. /**
  28737. * Texture data comes from an URL
  28738. */
  28739. static DATASOURCE_URL: number;
  28740. /**
  28741. * Texture data is only used for temporary storage
  28742. */
  28743. static DATASOURCE_TEMP: number;
  28744. /**
  28745. * Texture data comes from raw data (ArrayBuffer)
  28746. */
  28747. static DATASOURCE_RAW: number;
  28748. /**
  28749. * Texture content is dynamic (video or dynamic texture)
  28750. */
  28751. static DATASOURCE_DYNAMIC: number;
  28752. /**
  28753. * Texture content is generated by rendering to it
  28754. */
  28755. static DATASOURCE_RENDERTARGET: number;
  28756. /**
  28757. * Texture content is part of a multi render target process
  28758. */
  28759. static DATASOURCE_MULTIRENDERTARGET: number;
  28760. /**
  28761. * Texture data comes from a cube data file
  28762. */
  28763. static DATASOURCE_CUBE: number;
  28764. /**
  28765. * Texture data comes from a raw cube data
  28766. */
  28767. static DATASOURCE_CUBERAW: number;
  28768. /**
  28769. * Texture data come from a prefiltered cube data file
  28770. */
  28771. static DATASOURCE_CUBEPREFILTERED: number;
  28772. /**
  28773. * Texture content is raw 3D data
  28774. */
  28775. static DATASOURCE_RAW3D: number;
  28776. /**
  28777. * Texture content is a depth texture
  28778. */
  28779. static DATASOURCE_DEPTHTEXTURE: number;
  28780. /**
  28781. * Texture data comes from a raw cube data encoded with RGBD
  28782. */
  28783. static DATASOURCE_CUBERAW_RGBD: number;
  28784. /**
  28785. * Defines if the texture is ready
  28786. */
  28787. isReady: boolean;
  28788. /**
  28789. * Defines if the texture is a cube texture
  28790. */
  28791. isCube: boolean;
  28792. /**
  28793. * Defines if the texture contains 3D data
  28794. */
  28795. is3D: boolean;
  28796. /**
  28797. * Defines if the texture contains multiview data
  28798. */
  28799. isMultiview: boolean;
  28800. /**
  28801. * Gets the URL used to load this texture
  28802. */
  28803. url: string;
  28804. /**
  28805. * Gets the sampling mode of the texture
  28806. */
  28807. samplingMode: number;
  28808. /**
  28809. * Gets a boolean indicating if the texture needs mipmaps generation
  28810. */
  28811. generateMipMaps: boolean;
  28812. /**
  28813. * Gets the number of samples used by the texture (WebGL2+ only)
  28814. */
  28815. samples: number;
  28816. /**
  28817. * Gets the type of the texture (int, float...)
  28818. */
  28819. type: number;
  28820. /**
  28821. * Gets the format of the texture (RGB, RGBA...)
  28822. */
  28823. format: number;
  28824. /**
  28825. * Observable called when the texture is loaded
  28826. */
  28827. onLoadedObservable: Observable<InternalTexture>;
  28828. /**
  28829. * Gets the width of the texture
  28830. */
  28831. width: number;
  28832. /**
  28833. * Gets the height of the texture
  28834. */
  28835. height: number;
  28836. /**
  28837. * Gets the depth of the texture
  28838. */
  28839. depth: number;
  28840. /**
  28841. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28842. */
  28843. baseWidth: number;
  28844. /**
  28845. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28846. */
  28847. baseHeight: number;
  28848. /**
  28849. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28850. */
  28851. baseDepth: number;
  28852. /**
  28853. * Gets a boolean indicating if the texture is inverted on Y axis
  28854. */
  28855. invertY: boolean;
  28856. /** @hidden */
  28857. _invertVScale: boolean;
  28858. /** @hidden */
  28859. _associatedChannel: number;
  28860. /** @hidden */
  28861. _dataSource: number;
  28862. /** @hidden */
  28863. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  28864. /** @hidden */
  28865. _bufferView: Nullable<ArrayBufferView>;
  28866. /** @hidden */
  28867. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28868. /** @hidden */
  28869. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28870. /** @hidden */
  28871. _size: number;
  28872. /** @hidden */
  28873. _extension: string;
  28874. /** @hidden */
  28875. _files: Nullable<string[]>;
  28876. /** @hidden */
  28877. _workingCanvas: Nullable<HTMLCanvasElement>;
  28878. /** @hidden */
  28879. _workingContext: Nullable<CanvasRenderingContext2D>;
  28880. /** @hidden */
  28881. _framebuffer: Nullable<WebGLFramebuffer>;
  28882. /** @hidden */
  28883. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28884. /** @hidden */
  28885. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28886. /** @hidden */
  28887. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28888. /** @hidden */
  28889. _attachments: Nullable<number[]>;
  28890. /** @hidden */
  28891. _cachedCoordinatesMode: Nullable<number>;
  28892. /** @hidden */
  28893. _cachedWrapU: Nullable<number>;
  28894. /** @hidden */
  28895. _cachedWrapV: Nullable<number>;
  28896. /** @hidden */
  28897. _cachedWrapR: Nullable<number>;
  28898. /** @hidden */
  28899. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28900. /** @hidden */
  28901. _isDisabled: boolean;
  28902. /** @hidden */
  28903. _compression: Nullable<string>;
  28904. /** @hidden */
  28905. _generateStencilBuffer: boolean;
  28906. /** @hidden */
  28907. _generateDepthBuffer: boolean;
  28908. /** @hidden */
  28909. _comparisonFunction: number;
  28910. /** @hidden */
  28911. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28912. /** @hidden */
  28913. _lodGenerationScale: number;
  28914. /** @hidden */
  28915. _lodGenerationOffset: number;
  28916. /** @hidden */
  28917. _colorTextureArray: Nullable<WebGLTexture>;
  28918. /** @hidden */
  28919. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28920. /** @hidden */
  28921. _lodTextureHigh: Nullable<BaseTexture>;
  28922. /** @hidden */
  28923. _lodTextureMid: Nullable<BaseTexture>;
  28924. /** @hidden */
  28925. _lodTextureLow: Nullable<BaseTexture>;
  28926. /** @hidden */
  28927. _isRGBD: boolean;
  28928. /** @hidden */
  28929. _linearSpecularLOD: boolean;
  28930. /** @hidden */
  28931. _irradianceTexture: Nullable<BaseTexture>;
  28932. /** @hidden */
  28933. _webGLTexture: Nullable<WebGLTexture>;
  28934. /** @hidden */
  28935. _references: number;
  28936. private _engine;
  28937. /**
  28938. * Gets the Engine the texture belongs to.
  28939. * @returns The babylon engine
  28940. */
  28941. getEngine(): Engine;
  28942. /**
  28943. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28944. */
  28945. readonly dataSource: number;
  28946. /**
  28947. * Creates a new InternalTexture
  28948. * @param engine defines the engine to use
  28949. * @param dataSource defines the type of data that will be used
  28950. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28951. */
  28952. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28953. /**
  28954. * Increments the number of references (ie. the number of Texture that point to it)
  28955. */
  28956. incrementReferences(): void;
  28957. /**
  28958. * Change the size of the texture (not the size of the content)
  28959. * @param width defines the new width
  28960. * @param height defines the new height
  28961. * @param depth defines the new depth (1 by default)
  28962. */
  28963. updateSize(width: int, height: int, depth?: int): void;
  28964. /** @hidden */
  28965. _rebuild(): void;
  28966. /** @hidden */
  28967. _swapAndDie(target: InternalTexture): void;
  28968. /**
  28969. * Dispose the current allocated resources
  28970. */
  28971. dispose(): void;
  28972. }
  28973. }
  28974. declare module "babylonjs/Materials/effect" {
  28975. import { Observable } from "babylonjs/Misc/observable";
  28976. import { Nullable } from "babylonjs/types";
  28977. import { IDisposable } from "babylonjs/scene";
  28978. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28979. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28980. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28981. import { Engine } from "babylonjs/Engines/engine";
  28982. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28983. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28984. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28985. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28986. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28987. /**
  28988. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28989. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28990. */
  28991. export class EffectFallbacks {
  28992. private _defines;
  28993. private _currentRank;
  28994. private _maxRank;
  28995. private _mesh;
  28996. /**
  28997. * Removes the fallback from the bound mesh.
  28998. */
  28999. unBindMesh(): void;
  29000. /**
  29001. * Adds a fallback on the specified property.
  29002. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  29003. * @param define The name of the define in the shader
  29004. */
  29005. addFallback(rank: number, define: string): void;
  29006. /**
  29007. * Sets the mesh to use CPU skinning when needing to fallback.
  29008. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  29009. * @param mesh The mesh to use the fallbacks.
  29010. */
  29011. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  29012. /**
  29013. * Checks to see if more fallbacks are still availible.
  29014. */
  29015. readonly hasMoreFallbacks: boolean;
  29016. /**
  29017. * Removes the defines that should be removed when falling back.
  29018. * @param currentDefines defines the current define statements for the shader.
  29019. * @param effect defines the current effect we try to compile
  29020. * @returns The resulting defines with defines of the current rank removed.
  29021. */
  29022. reduce(currentDefines: string, effect: Effect): string;
  29023. }
  29024. /**
  29025. * Options to be used when creating an effect.
  29026. */
  29027. export class EffectCreationOptions {
  29028. /**
  29029. * Atrributes that will be used in the shader.
  29030. */
  29031. attributes: string[];
  29032. /**
  29033. * Uniform varible names that will be set in the shader.
  29034. */
  29035. uniformsNames: string[];
  29036. /**
  29037. * Uniform buffer varible names that will be set in the shader.
  29038. */
  29039. uniformBuffersNames: string[];
  29040. /**
  29041. * Sampler texture variable names that will be set in the shader.
  29042. */
  29043. samplers: string[];
  29044. /**
  29045. * Define statements that will be set in the shader.
  29046. */
  29047. defines: any;
  29048. /**
  29049. * Possible fallbacks for this effect to improve performance when needed.
  29050. */
  29051. fallbacks: Nullable<EffectFallbacks>;
  29052. /**
  29053. * Callback that will be called when the shader is compiled.
  29054. */
  29055. onCompiled: Nullable<(effect: Effect) => void>;
  29056. /**
  29057. * Callback that will be called if an error occurs during shader compilation.
  29058. */
  29059. onError: Nullable<(effect: Effect, errors: string) => void>;
  29060. /**
  29061. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29062. */
  29063. indexParameters: any;
  29064. /**
  29065. * Max number of lights that can be used in the shader.
  29066. */
  29067. maxSimultaneousLights: number;
  29068. /**
  29069. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29070. */
  29071. transformFeedbackVaryings: Nullable<string[]>;
  29072. }
  29073. /**
  29074. * Effect containing vertex and fragment shader that can be executed on an object.
  29075. */
  29076. export class Effect implements IDisposable {
  29077. /**
  29078. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29079. */
  29080. static ShadersRepository: string;
  29081. /**
  29082. * Name of the effect.
  29083. */
  29084. name: any;
  29085. /**
  29086. * String container all the define statements that should be set on the shader.
  29087. */
  29088. defines: string;
  29089. /**
  29090. * Callback that will be called when the shader is compiled.
  29091. */
  29092. onCompiled: Nullable<(effect: Effect) => void>;
  29093. /**
  29094. * Callback that will be called if an error occurs during shader compilation.
  29095. */
  29096. onError: Nullable<(effect: Effect, errors: string) => void>;
  29097. /**
  29098. * Callback that will be called when effect is bound.
  29099. */
  29100. onBind: Nullable<(effect: Effect) => void>;
  29101. /**
  29102. * Unique ID of the effect.
  29103. */
  29104. uniqueId: number;
  29105. /**
  29106. * Observable that will be called when the shader is compiled.
  29107. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29108. */
  29109. onCompileObservable: Observable<Effect>;
  29110. /**
  29111. * Observable that will be called if an error occurs during shader compilation.
  29112. */
  29113. onErrorObservable: Observable<Effect>;
  29114. /** @hidden */
  29115. _onBindObservable: Nullable<Observable<Effect>>;
  29116. /**
  29117. * Observable that will be called when effect is bound.
  29118. */
  29119. readonly onBindObservable: Observable<Effect>;
  29120. /** @hidden */
  29121. _bonesComputationForcedToCPU: boolean;
  29122. private static _uniqueIdSeed;
  29123. private _engine;
  29124. private _uniformBuffersNames;
  29125. private _uniformsNames;
  29126. private _samplerList;
  29127. private _samplers;
  29128. private _isReady;
  29129. private _compilationError;
  29130. private _attributesNames;
  29131. private _attributes;
  29132. private _uniforms;
  29133. /**
  29134. * Key for the effect.
  29135. * @hidden
  29136. */
  29137. _key: string;
  29138. private _indexParameters;
  29139. private _fallbacks;
  29140. private _vertexSourceCode;
  29141. private _fragmentSourceCode;
  29142. private _vertexSourceCodeOverride;
  29143. private _fragmentSourceCodeOverride;
  29144. private _transformFeedbackVaryings;
  29145. /**
  29146. * Compiled shader to webGL program.
  29147. * @hidden
  29148. */
  29149. _pipelineContext: Nullable<IPipelineContext>;
  29150. private _valueCache;
  29151. private static _baseCache;
  29152. /**
  29153. * Instantiates an effect.
  29154. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29155. * @param baseName Name of the effect.
  29156. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29157. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29158. * @param samplers List of sampler variables that will be passed to the shader.
  29159. * @param engine Engine to be used to render the effect
  29160. * @param defines Define statements to be added to the shader.
  29161. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29162. * @param onCompiled Callback that will be called when the shader is compiled.
  29163. * @param onError Callback that will be called if an error occurs during shader compilation.
  29164. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29165. */
  29166. 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);
  29167. private _useFinalCode;
  29168. /**
  29169. * Unique key for this effect
  29170. */
  29171. readonly key: string;
  29172. /**
  29173. * If the effect has been compiled and prepared.
  29174. * @returns if the effect is compiled and prepared.
  29175. */
  29176. isReady(): boolean;
  29177. private _isReadyInternal;
  29178. /**
  29179. * The engine the effect was initialized with.
  29180. * @returns the engine.
  29181. */
  29182. getEngine(): Engine;
  29183. /**
  29184. * The pipeline context for this effect
  29185. * @returns the associated pipeline context
  29186. */
  29187. getPipelineContext(): Nullable<IPipelineContext>;
  29188. /**
  29189. * The set of names of attribute variables for the shader.
  29190. * @returns An array of attribute names.
  29191. */
  29192. getAttributesNames(): string[];
  29193. /**
  29194. * Returns the attribute at the given index.
  29195. * @param index The index of the attribute.
  29196. * @returns The location of the attribute.
  29197. */
  29198. getAttributeLocation(index: number): number;
  29199. /**
  29200. * Returns the attribute based on the name of the variable.
  29201. * @param name of the attribute to look up.
  29202. * @returns the attribute location.
  29203. */
  29204. getAttributeLocationByName(name: string): number;
  29205. /**
  29206. * The number of attributes.
  29207. * @returns the numnber of attributes.
  29208. */
  29209. getAttributesCount(): number;
  29210. /**
  29211. * Gets the index of a uniform variable.
  29212. * @param uniformName of the uniform to look up.
  29213. * @returns the index.
  29214. */
  29215. getUniformIndex(uniformName: string): number;
  29216. /**
  29217. * Returns the attribute based on the name of the variable.
  29218. * @param uniformName of the uniform to look up.
  29219. * @returns the location of the uniform.
  29220. */
  29221. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29222. /**
  29223. * Returns an array of sampler variable names
  29224. * @returns The array of sampler variable neames.
  29225. */
  29226. getSamplers(): string[];
  29227. /**
  29228. * The error from the last compilation.
  29229. * @returns the error string.
  29230. */
  29231. getCompilationError(): string;
  29232. /**
  29233. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29234. * @param func The callback to be used.
  29235. */
  29236. executeWhenCompiled(func: (effect: Effect) => void): void;
  29237. private _checkIsReady;
  29238. /** @hidden */
  29239. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29240. /** @hidden */
  29241. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29242. /** @hidden */
  29243. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29244. /**
  29245. * Recompiles the webGL program
  29246. * @param vertexSourceCode The source code for the vertex shader.
  29247. * @param fragmentSourceCode The source code for the fragment shader.
  29248. * @param onCompiled Callback called when completed.
  29249. * @param onError Callback called on error.
  29250. * @hidden
  29251. */
  29252. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29253. /**
  29254. * Prepares the effect
  29255. * @hidden
  29256. */
  29257. _prepareEffect(): void;
  29258. private _processCompilationErrors;
  29259. /**
  29260. * Checks if the effect is supported. (Must be called after compilation)
  29261. */
  29262. readonly isSupported: boolean;
  29263. /**
  29264. * Binds a texture to the engine to be used as output of the shader.
  29265. * @param channel Name of the output variable.
  29266. * @param texture Texture to bind.
  29267. * @hidden
  29268. */
  29269. _bindTexture(channel: string, texture: InternalTexture): void;
  29270. /**
  29271. * Sets a texture on the engine to be used in the shader.
  29272. * @param channel Name of the sampler variable.
  29273. * @param texture Texture to set.
  29274. */
  29275. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29276. /**
  29277. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29278. * @param channel Name of the sampler variable.
  29279. * @param texture Texture to set.
  29280. */
  29281. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29282. /**
  29283. * Sets an array of textures on the engine to be used in the shader.
  29284. * @param channel Name of the variable.
  29285. * @param textures Textures to set.
  29286. */
  29287. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29288. /**
  29289. * 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)
  29290. * @param channel Name of the sampler variable.
  29291. * @param postProcess Post process to get the input texture from.
  29292. */
  29293. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29294. /**
  29295. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29296. * 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)
  29297. * @param channel Name of the sampler variable.
  29298. * @param postProcess Post process to get the output texture from.
  29299. */
  29300. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29301. /** @hidden */
  29302. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29303. /** @hidden */
  29304. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29305. /** @hidden */
  29306. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29307. /** @hidden */
  29308. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29309. /**
  29310. * Binds a buffer to a uniform.
  29311. * @param buffer Buffer to bind.
  29312. * @param name Name of the uniform variable to bind to.
  29313. */
  29314. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29315. /**
  29316. * Binds block to a uniform.
  29317. * @param blockName Name of the block to bind.
  29318. * @param index Index to bind.
  29319. */
  29320. bindUniformBlock(blockName: string, index: number): void;
  29321. /**
  29322. * Sets an interger value on a uniform variable.
  29323. * @param uniformName Name of the variable.
  29324. * @param value Value to be set.
  29325. * @returns this effect.
  29326. */
  29327. setInt(uniformName: string, value: number): Effect;
  29328. /**
  29329. * Sets an int array on a uniform variable.
  29330. * @param uniformName Name of the variable.
  29331. * @param array array to be set.
  29332. * @returns this effect.
  29333. */
  29334. setIntArray(uniformName: string, array: Int32Array): Effect;
  29335. /**
  29336. * 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)
  29337. * @param uniformName Name of the variable.
  29338. * @param array array to be set.
  29339. * @returns this effect.
  29340. */
  29341. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29342. /**
  29343. * 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)
  29344. * @param uniformName Name of the variable.
  29345. * @param array array to be set.
  29346. * @returns this effect.
  29347. */
  29348. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29349. /**
  29350. * 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)
  29351. * @param uniformName Name of the variable.
  29352. * @param array array to be set.
  29353. * @returns this effect.
  29354. */
  29355. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29356. /**
  29357. * Sets an float array on a uniform variable.
  29358. * @param uniformName Name of the variable.
  29359. * @param array array to be set.
  29360. * @returns this effect.
  29361. */
  29362. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29363. /**
  29364. * 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)
  29365. * @param uniformName Name of the variable.
  29366. * @param array array to be set.
  29367. * @returns this effect.
  29368. */
  29369. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29370. /**
  29371. * 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)
  29372. * @param uniformName Name of the variable.
  29373. * @param array array to be set.
  29374. * @returns this effect.
  29375. */
  29376. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29377. /**
  29378. * 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)
  29379. * @param uniformName Name of the variable.
  29380. * @param array array to be set.
  29381. * @returns this effect.
  29382. */
  29383. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29384. /**
  29385. * Sets an array on a uniform variable.
  29386. * @param uniformName Name of the variable.
  29387. * @param array array to be set.
  29388. * @returns this effect.
  29389. */
  29390. setArray(uniformName: string, array: number[]): Effect;
  29391. /**
  29392. * 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)
  29393. * @param uniformName Name of the variable.
  29394. * @param array array to be set.
  29395. * @returns this effect.
  29396. */
  29397. setArray2(uniformName: string, array: number[]): Effect;
  29398. /**
  29399. * 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)
  29400. * @param uniformName Name of the variable.
  29401. * @param array array to be set.
  29402. * @returns this effect.
  29403. */
  29404. setArray3(uniformName: string, array: number[]): Effect;
  29405. /**
  29406. * 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)
  29407. * @param uniformName Name of the variable.
  29408. * @param array array to be set.
  29409. * @returns this effect.
  29410. */
  29411. setArray4(uniformName: string, array: number[]): Effect;
  29412. /**
  29413. * Sets matrices on a uniform variable.
  29414. * @param uniformName Name of the variable.
  29415. * @param matrices matrices to be set.
  29416. * @returns this effect.
  29417. */
  29418. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29419. /**
  29420. * Sets matrix on a uniform variable.
  29421. * @param uniformName Name of the variable.
  29422. * @param matrix matrix to be set.
  29423. * @returns this effect.
  29424. */
  29425. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29426. /**
  29427. * 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)
  29428. * @param uniformName Name of the variable.
  29429. * @param matrix matrix to be set.
  29430. * @returns this effect.
  29431. */
  29432. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29433. /**
  29434. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29435. * @param uniformName Name of the variable.
  29436. * @param matrix matrix to be set.
  29437. * @returns this effect.
  29438. */
  29439. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29440. /**
  29441. * Sets a float on a uniform variable.
  29442. * @param uniformName Name of the variable.
  29443. * @param value value to be set.
  29444. * @returns this effect.
  29445. */
  29446. setFloat(uniformName: string, value: number): Effect;
  29447. /**
  29448. * Sets a boolean on a uniform variable.
  29449. * @param uniformName Name of the variable.
  29450. * @param bool value to be set.
  29451. * @returns this effect.
  29452. */
  29453. setBool(uniformName: string, bool: boolean): Effect;
  29454. /**
  29455. * Sets a Vector2 on a uniform variable.
  29456. * @param uniformName Name of the variable.
  29457. * @param vector2 vector2 to be set.
  29458. * @returns this effect.
  29459. */
  29460. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29461. /**
  29462. * Sets a float2 on a uniform variable.
  29463. * @param uniformName Name of the variable.
  29464. * @param x First float in float2.
  29465. * @param y Second float in float2.
  29466. * @returns this effect.
  29467. */
  29468. setFloat2(uniformName: string, x: number, y: number): Effect;
  29469. /**
  29470. * Sets a Vector3 on a uniform variable.
  29471. * @param uniformName Name of the variable.
  29472. * @param vector3 Value to be set.
  29473. * @returns this effect.
  29474. */
  29475. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29476. /**
  29477. * Sets a float3 on a uniform variable.
  29478. * @param uniformName Name of the variable.
  29479. * @param x First float in float3.
  29480. * @param y Second float in float3.
  29481. * @param z Third float in float3.
  29482. * @returns this effect.
  29483. */
  29484. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29485. /**
  29486. * Sets a Vector4 on a uniform variable.
  29487. * @param uniformName Name of the variable.
  29488. * @param vector4 Value to be set.
  29489. * @returns this effect.
  29490. */
  29491. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29492. /**
  29493. * Sets a float4 on a uniform variable.
  29494. * @param uniformName Name of the variable.
  29495. * @param x First float in float4.
  29496. * @param y Second float in float4.
  29497. * @param z Third float in float4.
  29498. * @param w Fourth float in float4.
  29499. * @returns this effect.
  29500. */
  29501. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29502. /**
  29503. * Sets a Color3 on a uniform variable.
  29504. * @param uniformName Name of the variable.
  29505. * @param color3 Value to be set.
  29506. * @returns this effect.
  29507. */
  29508. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29509. /**
  29510. * Sets a Color4 on a uniform variable.
  29511. * @param uniformName Name of the variable.
  29512. * @param color3 Value to be set.
  29513. * @param alpha Alpha value to be set.
  29514. * @returns this effect.
  29515. */
  29516. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29517. /**
  29518. * Sets a Color4 on a uniform variable
  29519. * @param uniformName defines the name of the variable
  29520. * @param color4 defines the value to be set
  29521. * @returns this effect.
  29522. */
  29523. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29524. /** Release all associated resources */
  29525. dispose(): void;
  29526. /**
  29527. * This function will add a new shader to the shader store
  29528. * @param name the name of the shader
  29529. * @param pixelShader optional pixel shader content
  29530. * @param vertexShader optional vertex shader content
  29531. */
  29532. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29533. /**
  29534. * Store of each shader (The can be looked up using effect.key)
  29535. */
  29536. static ShadersStore: {
  29537. [key: string]: string;
  29538. };
  29539. /**
  29540. * Store of each included file for a shader (The can be looked up using effect.key)
  29541. */
  29542. static IncludesShadersStore: {
  29543. [key: string]: string;
  29544. };
  29545. /**
  29546. * Resets the cache of effects.
  29547. */
  29548. static ResetCache(): void;
  29549. }
  29550. }
  29551. declare module "babylonjs/Materials/uniformBuffer" {
  29552. import { Nullable, FloatArray } from "babylonjs/types";
  29553. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29554. import { Engine } from "babylonjs/Engines/engine";
  29555. import { Effect } from "babylonjs/Materials/effect";
  29556. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29557. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29558. import { Color3 } from "babylonjs/Maths/math.color";
  29559. /**
  29560. * Uniform buffer objects.
  29561. *
  29562. * Handles blocks of uniform on the GPU.
  29563. *
  29564. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29565. *
  29566. * For more information, please refer to :
  29567. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29568. */
  29569. export class UniformBuffer {
  29570. private _engine;
  29571. private _buffer;
  29572. private _data;
  29573. private _bufferData;
  29574. private _dynamic?;
  29575. private _uniformLocations;
  29576. private _uniformSizes;
  29577. private _uniformLocationPointer;
  29578. private _needSync;
  29579. private _noUBO;
  29580. private _currentEffect;
  29581. private static _MAX_UNIFORM_SIZE;
  29582. private static _tempBuffer;
  29583. /**
  29584. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29585. * This is dynamic to allow compat with webgl 1 and 2.
  29586. * You will need to pass the name of the uniform as well as the value.
  29587. */
  29588. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29589. /**
  29590. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29591. * This is dynamic to allow compat with webgl 1 and 2.
  29592. * You will need to pass the name of the uniform as well as the value.
  29593. */
  29594. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29595. /**
  29596. * Lambda to Update a single float in a uniform buffer.
  29597. * This is dynamic to allow compat with webgl 1 and 2.
  29598. * You will need to pass the name of the uniform as well as the value.
  29599. */
  29600. updateFloat: (name: string, x: number) => void;
  29601. /**
  29602. * Lambda to Update a vec2 of float in a uniform buffer.
  29603. * This is dynamic to allow compat with webgl 1 and 2.
  29604. * You will need to pass the name of the uniform as well as the value.
  29605. */
  29606. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29607. /**
  29608. * Lambda to Update a vec3 of float in a uniform buffer.
  29609. * This is dynamic to allow compat with webgl 1 and 2.
  29610. * You will need to pass the name of the uniform as well as the value.
  29611. */
  29612. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29613. /**
  29614. * Lambda to Update a vec4 of float in a uniform buffer.
  29615. * This is dynamic to allow compat with webgl 1 and 2.
  29616. * You will need to pass the name of the uniform as well as the value.
  29617. */
  29618. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29619. /**
  29620. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29621. * This is dynamic to allow compat with webgl 1 and 2.
  29622. * You will need to pass the name of the uniform as well as the value.
  29623. */
  29624. updateMatrix: (name: string, mat: Matrix) => void;
  29625. /**
  29626. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29627. * This is dynamic to allow compat with webgl 1 and 2.
  29628. * You will need to pass the name of the uniform as well as the value.
  29629. */
  29630. updateVector3: (name: string, vector: Vector3) => void;
  29631. /**
  29632. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29633. * This is dynamic to allow compat with webgl 1 and 2.
  29634. * You will need to pass the name of the uniform as well as the value.
  29635. */
  29636. updateVector4: (name: string, vector: Vector4) => void;
  29637. /**
  29638. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29639. * This is dynamic to allow compat with webgl 1 and 2.
  29640. * You will need to pass the name of the uniform as well as the value.
  29641. */
  29642. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29643. /**
  29644. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29645. * This is dynamic to allow compat with webgl 1 and 2.
  29646. * You will need to pass the name of the uniform as well as the value.
  29647. */
  29648. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29649. /**
  29650. * Instantiates a new Uniform buffer objects.
  29651. *
  29652. * Handles blocks of uniform on the GPU.
  29653. *
  29654. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29655. *
  29656. * For more information, please refer to :
  29657. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29658. * @param engine Define the engine the buffer is associated with
  29659. * @param data Define the data contained in the buffer
  29660. * @param dynamic Define if the buffer is updatable
  29661. */
  29662. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29663. /**
  29664. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29665. * or just falling back on setUniformXXX calls.
  29666. */
  29667. readonly useUbo: boolean;
  29668. /**
  29669. * Indicates if the WebGL underlying uniform buffer is in sync
  29670. * with the javascript cache data.
  29671. */
  29672. readonly isSync: boolean;
  29673. /**
  29674. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29675. * Also, a dynamic UniformBuffer will disable cache verification and always
  29676. * update the underlying WebGL uniform buffer to the GPU.
  29677. * @returns if Dynamic, otherwise false
  29678. */
  29679. isDynamic(): boolean;
  29680. /**
  29681. * The data cache on JS side.
  29682. * @returns the underlying data as a float array
  29683. */
  29684. getData(): Float32Array;
  29685. /**
  29686. * The underlying WebGL Uniform buffer.
  29687. * @returns the webgl buffer
  29688. */
  29689. getBuffer(): Nullable<DataBuffer>;
  29690. /**
  29691. * std140 layout specifies how to align data within an UBO structure.
  29692. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29693. * for specs.
  29694. */
  29695. private _fillAlignment;
  29696. /**
  29697. * Adds an uniform in the buffer.
  29698. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29699. * for the layout to be correct !
  29700. * @param name Name of the uniform, as used in the uniform block in the shader.
  29701. * @param size Data size, or data directly.
  29702. */
  29703. addUniform(name: string, size: number | number[]): void;
  29704. /**
  29705. * Adds a Matrix 4x4 to the uniform buffer.
  29706. * @param name Name of the uniform, as used in the uniform block in the shader.
  29707. * @param mat A 4x4 matrix.
  29708. */
  29709. addMatrix(name: string, mat: Matrix): void;
  29710. /**
  29711. * Adds a vec2 to the uniform buffer.
  29712. * @param name Name of the uniform, as used in the uniform block in the shader.
  29713. * @param x Define the x component value of the vec2
  29714. * @param y Define the y component value of the vec2
  29715. */
  29716. addFloat2(name: string, x: number, y: number): void;
  29717. /**
  29718. * Adds a vec3 to the uniform buffer.
  29719. * @param name Name of the uniform, as used in the uniform block in the shader.
  29720. * @param x Define the x component value of the vec3
  29721. * @param y Define the y component value of the vec3
  29722. * @param z Define the z component value of the vec3
  29723. */
  29724. addFloat3(name: string, x: number, y: number, z: 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 color Define the vec3 from a Color
  29729. */
  29730. addColor3(name: string, color: Color3): void;
  29731. /**
  29732. * Adds a vec4 to the uniform buffer.
  29733. * @param name Name of the uniform, as used in the uniform block in the shader.
  29734. * @param color Define the rgb components from a Color
  29735. * @param alpha Define the a component of the vec4
  29736. */
  29737. addColor4(name: string, color: Color3, alpha: number): void;
  29738. /**
  29739. * Adds a vec3 to the uniform buffer.
  29740. * @param name Name of the uniform, as used in the uniform block in the shader.
  29741. * @param vector Define the vec3 components from a Vector
  29742. */
  29743. addVector3(name: string, vector: Vector3): void;
  29744. /**
  29745. * Adds a Matrix 3x3 to the uniform buffer.
  29746. * @param name Name of the uniform, as used in the uniform block in the shader.
  29747. */
  29748. addMatrix3x3(name: string): void;
  29749. /**
  29750. * Adds a Matrix 2x2 to the uniform buffer.
  29751. * @param name Name of the uniform, as used in the uniform block in the shader.
  29752. */
  29753. addMatrix2x2(name: string): void;
  29754. /**
  29755. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29756. */
  29757. create(): void;
  29758. /** @hidden */
  29759. _rebuild(): void;
  29760. /**
  29761. * Updates the WebGL Uniform Buffer on the GPU.
  29762. * If the `dynamic` flag is set to true, no cache comparison is done.
  29763. * Otherwise, the buffer will be updated only if the cache differs.
  29764. */
  29765. update(): void;
  29766. /**
  29767. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29768. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29769. * @param data Define the flattened data
  29770. * @param size Define the size of the data.
  29771. */
  29772. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29773. private _valueCache;
  29774. private _cacheMatrix;
  29775. private _updateMatrix3x3ForUniform;
  29776. private _updateMatrix3x3ForEffect;
  29777. private _updateMatrix2x2ForEffect;
  29778. private _updateMatrix2x2ForUniform;
  29779. private _updateFloatForEffect;
  29780. private _updateFloatForUniform;
  29781. private _updateFloat2ForEffect;
  29782. private _updateFloat2ForUniform;
  29783. private _updateFloat3ForEffect;
  29784. private _updateFloat3ForUniform;
  29785. private _updateFloat4ForEffect;
  29786. private _updateFloat4ForUniform;
  29787. private _updateMatrixForEffect;
  29788. private _updateMatrixForUniform;
  29789. private _updateVector3ForEffect;
  29790. private _updateVector3ForUniform;
  29791. private _updateVector4ForEffect;
  29792. private _updateVector4ForUniform;
  29793. private _updateColor3ForEffect;
  29794. private _updateColor3ForUniform;
  29795. private _updateColor4ForEffect;
  29796. private _updateColor4ForUniform;
  29797. /**
  29798. * Sets a sampler uniform on the effect.
  29799. * @param name Define the name of the sampler.
  29800. * @param texture Define the texture to set in the sampler
  29801. */
  29802. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29803. /**
  29804. * Directly updates the value of the uniform in the cache AND on the GPU.
  29805. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29806. * @param data Define the flattened data
  29807. */
  29808. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29809. /**
  29810. * Binds this uniform buffer to an effect.
  29811. * @param effect Define the effect to bind the buffer to
  29812. * @param name Name of the uniform block in the shader.
  29813. */
  29814. bindToEffect(effect: Effect, name: string): void;
  29815. /**
  29816. * Disposes the uniform buffer.
  29817. */
  29818. dispose(): void;
  29819. }
  29820. }
  29821. declare module "babylonjs/Audio/analyser" {
  29822. import { Scene } from "babylonjs/scene";
  29823. /**
  29824. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29825. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29826. */
  29827. export class Analyser {
  29828. /**
  29829. * Gets or sets the smoothing
  29830. * @ignorenaming
  29831. */
  29832. SMOOTHING: number;
  29833. /**
  29834. * Gets or sets the FFT table size
  29835. * @ignorenaming
  29836. */
  29837. FFT_SIZE: number;
  29838. /**
  29839. * Gets or sets the bar graph amplitude
  29840. * @ignorenaming
  29841. */
  29842. BARGRAPHAMPLITUDE: number;
  29843. /**
  29844. * Gets or sets the position of the debug canvas
  29845. * @ignorenaming
  29846. */
  29847. DEBUGCANVASPOS: {
  29848. x: number;
  29849. y: number;
  29850. };
  29851. /**
  29852. * Gets or sets the debug canvas size
  29853. * @ignorenaming
  29854. */
  29855. DEBUGCANVASSIZE: {
  29856. width: number;
  29857. height: number;
  29858. };
  29859. private _byteFreqs;
  29860. private _byteTime;
  29861. private _floatFreqs;
  29862. private _webAudioAnalyser;
  29863. private _debugCanvas;
  29864. private _debugCanvasContext;
  29865. private _scene;
  29866. private _registerFunc;
  29867. private _audioEngine;
  29868. /**
  29869. * Creates a new analyser
  29870. * @param scene defines hosting scene
  29871. */
  29872. constructor(scene: Scene);
  29873. /**
  29874. * Get the number of data values you will have to play with for the visualization
  29875. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29876. * @returns a number
  29877. */
  29878. getFrequencyBinCount(): number;
  29879. /**
  29880. * Gets the current frequency data as a byte array
  29881. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29882. * @returns a Uint8Array
  29883. */
  29884. getByteFrequencyData(): Uint8Array;
  29885. /**
  29886. * Gets the current waveform as a byte array
  29887. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29888. * @returns a Uint8Array
  29889. */
  29890. getByteTimeDomainData(): Uint8Array;
  29891. /**
  29892. * Gets the current frequency data as a float array
  29893. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29894. * @returns a Float32Array
  29895. */
  29896. getFloatFrequencyData(): Float32Array;
  29897. /**
  29898. * Renders the debug canvas
  29899. */
  29900. drawDebugCanvas(): void;
  29901. /**
  29902. * Stops rendering the debug canvas and removes it
  29903. */
  29904. stopDebugCanvas(): void;
  29905. /**
  29906. * Connects two audio nodes
  29907. * @param inputAudioNode defines first node to connect
  29908. * @param outputAudioNode defines second node to connect
  29909. */
  29910. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29911. /**
  29912. * Releases all associated resources
  29913. */
  29914. dispose(): void;
  29915. }
  29916. }
  29917. declare module "babylonjs/Audio/audioEngine" {
  29918. import { IDisposable } from "babylonjs/scene";
  29919. import { Analyser } from "babylonjs/Audio/analyser";
  29920. import { Nullable } from "babylonjs/types";
  29921. import { Observable } from "babylonjs/Misc/observable";
  29922. /**
  29923. * This represents an audio engine and it is responsible
  29924. * to play, synchronize and analyse sounds throughout the application.
  29925. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29926. */
  29927. export interface IAudioEngine extends IDisposable {
  29928. /**
  29929. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29930. */
  29931. readonly canUseWebAudio: boolean;
  29932. /**
  29933. * Gets the current AudioContext if available.
  29934. */
  29935. readonly audioContext: Nullable<AudioContext>;
  29936. /**
  29937. * The master gain node defines the global audio volume of your audio engine.
  29938. */
  29939. readonly masterGain: GainNode;
  29940. /**
  29941. * Gets whether or not mp3 are supported by your browser.
  29942. */
  29943. readonly isMP3supported: boolean;
  29944. /**
  29945. * Gets whether or not ogg are supported by your browser.
  29946. */
  29947. readonly isOGGsupported: boolean;
  29948. /**
  29949. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29950. * @ignoreNaming
  29951. */
  29952. WarnedWebAudioUnsupported: boolean;
  29953. /**
  29954. * Defines if the audio engine relies on a custom unlocked button.
  29955. * In this case, the embedded button will not be displayed.
  29956. */
  29957. useCustomUnlockedButton: boolean;
  29958. /**
  29959. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29960. */
  29961. readonly unlocked: boolean;
  29962. /**
  29963. * Event raised when audio has been unlocked on the browser.
  29964. */
  29965. onAudioUnlockedObservable: Observable<AudioEngine>;
  29966. /**
  29967. * Event raised when audio has been locked on the browser.
  29968. */
  29969. onAudioLockedObservable: Observable<AudioEngine>;
  29970. /**
  29971. * Flags the audio engine in Locked state.
  29972. * This happens due to new browser policies preventing audio to autoplay.
  29973. */
  29974. lock(): void;
  29975. /**
  29976. * Unlocks the audio engine once a user action has been done on the dom.
  29977. * This is helpful to resume play once browser policies have been satisfied.
  29978. */
  29979. unlock(): void;
  29980. }
  29981. /**
  29982. * This represents the default audio engine used in babylon.
  29983. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29984. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29985. */
  29986. export class AudioEngine implements IAudioEngine {
  29987. private _audioContext;
  29988. private _audioContextInitialized;
  29989. private _muteButton;
  29990. private _hostElement;
  29991. /**
  29992. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29993. */
  29994. canUseWebAudio: boolean;
  29995. /**
  29996. * The master gain node defines the global audio volume of your audio engine.
  29997. */
  29998. masterGain: GainNode;
  29999. /**
  30000. * Defines if Babylon should emit a warning if WebAudio is not supported.
  30001. * @ignoreNaming
  30002. */
  30003. WarnedWebAudioUnsupported: boolean;
  30004. /**
  30005. * Gets whether or not mp3 are supported by your browser.
  30006. */
  30007. isMP3supported: boolean;
  30008. /**
  30009. * Gets whether or not ogg are supported by your browser.
  30010. */
  30011. isOGGsupported: boolean;
  30012. /**
  30013. * Gets whether audio has been unlocked on the device.
  30014. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  30015. * a user interaction has happened.
  30016. */
  30017. unlocked: boolean;
  30018. /**
  30019. * Defines if the audio engine relies on a custom unlocked button.
  30020. * In this case, the embedded button will not be displayed.
  30021. */
  30022. useCustomUnlockedButton: boolean;
  30023. /**
  30024. * Event raised when audio has been unlocked on the browser.
  30025. */
  30026. onAudioUnlockedObservable: Observable<AudioEngine>;
  30027. /**
  30028. * Event raised when audio has been locked on the browser.
  30029. */
  30030. onAudioLockedObservable: Observable<AudioEngine>;
  30031. /**
  30032. * Gets the current AudioContext if available.
  30033. */
  30034. readonly audioContext: Nullable<AudioContext>;
  30035. private _connectedAnalyser;
  30036. /**
  30037. * Instantiates a new audio engine.
  30038. *
  30039. * There should be only one per page as some browsers restrict the number
  30040. * of audio contexts you can create.
  30041. * @param hostElement defines the host element where to display the mute icon if necessary
  30042. */
  30043. constructor(hostElement?: Nullable<HTMLElement>);
  30044. /**
  30045. * Flags the audio engine in Locked state.
  30046. * This happens due to new browser policies preventing audio to autoplay.
  30047. */
  30048. lock(): void;
  30049. /**
  30050. * Unlocks the audio engine once a user action has been done on the dom.
  30051. * This is helpful to resume play once browser policies have been satisfied.
  30052. */
  30053. unlock(): void;
  30054. private _resumeAudioContext;
  30055. private _initializeAudioContext;
  30056. private _tryToRun;
  30057. private _triggerRunningState;
  30058. private _triggerSuspendedState;
  30059. private _displayMuteButton;
  30060. private _moveButtonToTopLeft;
  30061. private _onResize;
  30062. private _hideMuteButton;
  30063. /**
  30064. * Destroy and release the resources associated with the audio ccontext.
  30065. */
  30066. dispose(): void;
  30067. /**
  30068. * Gets the global volume sets on the master gain.
  30069. * @returns the global volume if set or -1 otherwise
  30070. */
  30071. getGlobalVolume(): number;
  30072. /**
  30073. * Sets the global volume of your experience (sets on the master gain).
  30074. * @param newVolume Defines the new global volume of the application
  30075. */
  30076. setGlobalVolume(newVolume: number): void;
  30077. /**
  30078. * Connect the audio engine to an audio analyser allowing some amazing
  30079. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  30080. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  30081. * @param analyser The analyser to connect to the engine
  30082. */
  30083. connectToAnalyser(analyser: Analyser): void;
  30084. }
  30085. }
  30086. declare module "babylonjs/Loading/loadingScreen" {
  30087. /**
  30088. * Interface used to present a loading screen while loading a scene
  30089. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30090. */
  30091. export interface ILoadingScreen {
  30092. /**
  30093. * Function called to display the loading screen
  30094. */
  30095. displayLoadingUI: () => void;
  30096. /**
  30097. * Function called to hide the loading screen
  30098. */
  30099. hideLoadingUI: () => void;
  30100. /**
  30101. * Gets or sets the color to use for the background
  30102. */
  30103. loadingUIBackgroundColor: string;
  30104. /**
  30105. * Gets or sets the text to display while loading
  30106. */
  30107. loadingUIText: string;
  30108. }
  30109. /**
  30110. * Class used for the default loading screen
  30111. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30112. */
  30113. export class DefaultLoadingScreen implements ILoadingScreen {
  30114. private _renderingCanvas;
  30115. private _loadingText;
  30116. private _loadingDivBackgroundColor;
  30117. private _loadingDiv;
  30118. private _loadingTextDiv;
  30119. /** Gets or sets the logo url to use for the default loading screen */
  30120. static DefaultLogoUrl: string;
  30121. /** Gets or sets the spinner url to use for the default loading screen */
  30122. static DefaultSpinnerUrl: string;
  30123. /**
  30124. * Creates a new default loading screen
  30125. * @param _renderingCanvas defines the canvas used to render the scene
  30126. * @param _loadingText defines the default text to display
  30127. * @param _loadingDivBackgroundColor defines the default background color
  30128. */
  30129. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30130. /**
  30131. * Function called to display the loading screen
  30132. */
  30133. displayLoadingUI(): void;
  30134. /**
  30135. * Function called to hide the loading screen
  30136. */
  30137. hideLoadingUI(): void;
  30138. /**
  30139. * Gets or sets the text to display while loading
  30140. */
  30141. loadingUIText: string;
  30142. /**
  30143. * Gets or sets the color to use for the background
  30144. */
  30145. loadingUIBackgroundColor: string;
  30146. private _resizeLoadingUI;
  30147. }
  30148. }
  30149. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30150. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30151. import { Engine } from "babylonjs/Engines/engine";
  30152. import { Nullable } from "babylonjs/types";
  30153. /** @hidden */
  30154. export class WebGLPipelineContext implements IPipelineContext {
  30155. engine: Engine;
  30156. program: Nullable<WebGLProgram>;
  30157. context?: WebGLRenderingContext;
  30158. vertexShader?: WebGLShader;
  30159. fragmentShader?: WebGLShader;
  30160. isParallelCompiled: boolean;
  30161. onCompiled?: () => void;
  30162. transformFeedback?: WebGLTransformFeedback | null;
  30163. readonly isAsync: boolean;
  30164. readonly isReady: boolean;
  30165. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30166. }
  30167. }
  30168. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30169. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30170. /** @hidden */
  30171. export class WebGLDataBuffer extends DataBuffer {
  30172. private _buffer;
  30173. constructor(resource: WebGLBuffer);
  30174. readonly underlyingResource: any;
  30175. }
  30176. }
  30177. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30178. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30179. /** @hidden */
  30180. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30181. attributeProcessor(attribute: string): string;
  30182. varyingProcessor(varying: string, isFragment: boolean): string;
  30183. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30184. }
  30185. }
  30186. declare module "babylonjs/Misc/perfCounter" {
  30187. /**
  30188. * This class is used to track a performance counter which is number based.
  30189. * The user has access to many properties which give statistics of different nature.
  30190. *
  30191. * The implementer can track two kinds of Performance Counter: time and count.
  30192. * 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.
  30193. * 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.
  30194. */
  30195. export class PerfCounter {
  30196. /**
  30197. * Gets or sets a global boolean to turn on and off all the counters
  30198. */
  30199. static Enabled: boolean;
  30200. /**
  30201. * Returns the smallest value ever
  30202. */
  30203. readonly min: number;
  30204. /**
  30205. * Returns the biggest value ever
  30206. */
  30207. readonly max: number;
  30208. /**
  30209. * Returns the average value since the performance counter is running
  30210. */
  30211. readonly average: number;
  30212. /**
  30213. * Returns the average value of the last second the counter was monitored
  30214. */
  30215. readonly lastSecAverage: number;
  30216. /**
  30217. * Returns the current value
  30218. */
  30219. readonly current: number;
  30220. /**
  30221. * Gets the accumulated total
  30222. */
  30223. readonly total: number;
  30224. /**
  30225. * Gets the total value count
  30226. */
  30227. readonly count: number;
  30228. /**
  30229. * Creates a new counter
  30230. */
  30231. constructor();
  30232. /**
  30233. * Call this method to start monitoring a new frame.
  30234. * 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.
  30235. */
  30236. fetchNewFrame(): void;
  30237. /**
  30238. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30239. * @param newCount the count value to add to the monitored count
  30240. * @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.
  30241. */
  30242. addCount(newCount: number, fetchResult: boolean): void;
  30243. /**
  30244. * Start monitoring this performance counter
  30245. */
  30246. beginMonitoring(): void;
  30247. /**
  30248. * Compute the time lapsed since the previous beginMonitoring() call.
  30249. * @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
  30250. */
  30251. endMonitoring(newFrame?: boolean): void;
  30252. private _fetchResult;
  30253. private _startMonitoringTime;
  30254. private _min;
  30255. private _max;
  30256. private _average;
  30257. private _current;
  30258. private _totalValueCount;
  30259. private _totalAccumulated;
  30260. private _lastSecAverage;
  30261. private _lastSecAccumulated;
  30262. private _lastSecTime;
  30263. private _lastSecValueCount;
  30264. }
  30265. }
  30266. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30267. /**
  30268. * Interface for any object that can request an animation frame
  30269. */
  30270. export interface ICustomAnimationFrameRequester {
  30271. /**
  30272. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30273. */
  30274. renderFunction?: Function;
  30275. /**
  30276. * Called to request the next frame to render to
  30277. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30278. */
  30279. requestAnimationFrame: Function;
  30280. /**
  30281. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30282. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30283. */
  30284. requestID?: number;
  30285. }
  30286. }
  30287. declare module "babylonjs/Materials/Textures/videoTexture" {
  30288. import { Observable } from "babylonjs/Misc/observable";
  30289. import { Nullable } from "babylonjs/types";
  30290. import { Scene } from "babylonjs/scene";
  30291. import { Texture } from "babylonjs/Materials/Textures/texture";
  30292. /**
  30293. * Settings for finer control over video usage
  30294. */
  30295. export interface VideoTextureSettings {
  30296. /**
  30297. * Applies `autoplay` to video, if specified
  30298. */
  30299. autoPlay?: boolean;
  30300. /**
  30301. * Applies `loop` to video, if specified
  30302. */
  30303. loop?: boolean;
  30304. /**
  30305. * Automatically updates internal texture from video at every frame in the render loop
  30306. */
  30307. autoUpdateTexture: boolean;
  30308. /**
  30309. * Image src displayed during the video loading or until the user interacts with the video.
  30310. */
  30311. poster?: string;
  30312. }
  30313. /**
  30314. * If you want to display a video in your scene, this is the special texture for that.
  30315. * This special texture works similar to other textures, with the exception of a few parameters.
  30316. * @see https://doc.babylonjs.com/how_to/video_texture
  30317. */
  30318. export class VideoTexture extends Texture {
  30319. /**
  30320. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30321. */
  30322. readonly autoUpdateTexture: boolean;
  30323. /**
  30324. * The video instance used by the texture internally
  30325. */
  30326. readonly video: HTMLVideoElement;
  30327. private _onUserActionRequestedObservable;
  30328. /**
  30329. * Event triggerd when a dom action is required by the user to play the video.
  30330. * This happens due to recent changes in browser policies preventing video to auto start.
  30331. */
  30332. readonly onUserActionRequestedObservable: Observable<Texture>;
  30333. private _generateMipMaps;
  30334. private _engine;
  30335. private _stillImageCaptured;
  30336. private _displayingPosterTexture;
  30337. private _settings;
  30338. private _createInternalTextureOnEvent;
  30339. private _frameId;
  30340. /**
  30341. * Creates a video texture.
  30342. * If you want to display a video in your scene, this is the special texture for that.
  30343. * This special texture works similar to other textures, with the exception of a few parameters.
  30344. * @see https://doc.babylonjs.com/how_to/video_texture
  30345. * @param name optional name, will detect from video source, if not defined
  30346. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30347. * @param scene is obviously the current scene.
  30348. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30349. * @param invertY is false by default but can be used to invert video on Y axis
  30350. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30351. * @param settings allows finer control over video usage
  30352. */
  30353. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30354. private _getName;
  30355. private _getVideo;
  30356. private _createInternalTexture;
  30357. private reset;
  30358. /**
  30359. * @hidden Internal method to initiate `update`.
  30360. */
  30361. _rebuild(): void;
  30362. /**
  30363. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30364. */
  30365. update(): void;
  30366. /**
  30367. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30368. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30369. */
  30370. updateTexture(isVisible: boolean): void;
  30371. protected _updateInternalTexture: () => void;
  30372. /**
  30373. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30374. * @param url New url.
  30375. */
  30376. updateURL(url: string): void;
  30377. /**
  30378. * Dispose the texture and release its associated resources.
  30379. */
  30380. dispose(): void;
  30381. /**
  30382. * Creates a video texture straight from a stream.
  30383. * @param scene Define the scene the texture should be created in
  30384. * @param stream Define the stream the texture should be created from
  30385. * @returns The created video texture as a promise
  30386. */
  30387. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30388. /**
  30389. * Creates a video texture straight from your WebCam video feed.
  30390. * @param scene Define the scene the texture should be created in
  30391. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30392. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30393. * @returns The created video texture as a promise
  30394. */
  30395. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30396. minWidth: number;
  30397. maxWidth: number;
  30398. minHeight: number;
  30399. maxHeight: number;
  30400. deviceId: string;
  30401. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30402. /**
  30403. * Creates a video texture straight from your WebCam video feed.
  30404. * @param scene Define the scene the texture should be created in
  30405. * @param onReady Define a callback to triggered once the texture will be ready
  30406. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30407. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30408. */
  30409. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30410. minWidth: number;
  30411. maxWidth: number;
  30412. minHeight: number;
  30413. maxHeight: number;
  30414. deviceId: string;
  30415. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30416. }
  30417. }
  30418. declare module "babylonjs/Engines/engine" {
  30419. import { Observable } from "babylonjs/Misc/observable";
  30420. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30421. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30422. import { Scene } from "babylonjs/scene";
  30423. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30424. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30425. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30426. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30427. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30428. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30429. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30430. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30431. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30432. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30433. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30434. import { WebRequest } from "babylonjs/Misc/webRequest";
  30435. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30436. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30437. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30438. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30439. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30440. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30441. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30442. import { Material } from "babylonjs/Materials/material";
  30443. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30444. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30445. /**
  30446. * Defines the interface used by objects containing a viewport (like a camera)
  30447. */
  30448. interface IViewportOwnerLike {
  30449. /**
  30450. * Gets or sets the viewport
  30451. */
  30452. viewport: IViewportLike;
  30453. }
  30454. /**
  30455. * Interface for attribute information associated with buffer instanciation
  30456. */
  30457. export class InstancingAttributeInfo {
  30458. /**
  30459. * Index/offset of the attribute in the vertex shader
  30460. */
  30461. index: number;
  30462. /**
  30463. * size of the attribute, 1, 2, 3 or 4
  30464. */
  30465. attributeSize: number;
  30466. /**
  30467. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30468. * default is FLOAT
  30469. */
  30470. attribyteType: number;
  30471. /**
  30472. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30473. */
  30474. normalized: boolean;
  30475. /**
  30476. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30477. */
  30478. offset: number;
  30479. /**
  30480. * Name of the GLSL attribute, for debugging purpose only
  30481. */
  30482. attributeName: string;
  30483. }
  30484. /**
  30485. * Define options used to create a depth texture
  30486. */
  30487. export class DepthTextureCreationOptions {
  30488. /** Specifies whether or not a stencil should be allocated in the texture */
  30489. generateStencil?: boolean;
  30490. /** Specifies whether or not bilinear filtering is enable on the texture */
  30491. bilinearFiltering?: boolean;
  30492. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30493. comparisonFunction?: number;
  30494. /** Specifies if the created texture is a cube texture */
  30495. isCube?: boolean;
  30496. }
  30497. /**
  30498. * Class used to describe the capabilities of the engine relatively to the current browser
  30499. */
  30500. export class EngineCapabilities {
  30501. /** Maximum textures units per fragment shader */
  30502. maxTexturesImageUnits: number;
  30503. /** Maximum texture units per vertex shader */
  30504. maxVertexTextureImageUnits: number;
  30505. /** Maximum textures units in the entire pipeline */
  30506. maxCombinedTexturesImageUnits: number;
  30507. /** Maximum texture size */
  30508. maxTextureSize: number;
  30509. /** Maximum cube texture size */
  30510. maxCubemapTextureSize: number;
  30511. /** Maximum render texture size */
  30512. maxRenderTextureSize: number;
  30513. /** Maximum number of vertex attributes */
  30514. maxVertexAttribs: number;
  30515. /** Maximum number of varyings */
  30516. maxVaryingVectors: number;
  30517. /** Maximum number of uniforms per vertex shader */
  30518. maxVertexUniformVectors: number;
  30519. /** Maximum number of uniforms per fragment shader */
  30520. maxFragmentUniformVectors: number;
  30521. /** Defines if standard derivates (dx/dy) are supported */
  30522. standardDerivatives: boolean;
  30523. /** Defines if s3tc texture compression is supported */
  30524. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30525. /** Defines if pvrtc texture compression is supported */
  30526. pvrtc: any;
  30527. /** Defines if etc1 texture compression is supported */
  30528. etc1: any;
  30529. /** Defines if etc2 texture compression is supported */
  30530. etc2: any;
  30531. /** Defines if astc texture compression is supported */
  30532. astc: any;
  30533. /** Defines if float textures are supported */
  30534. textureFloat: boolean;
  30535. /** Defines if vertex array objects are supported */
  30536. vertexArrayObject: boolean;
  30537. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30538. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30539. /** Gets the maximum level of anisotropy supported */
  30540. maxAnisotropy: number;
  30541. /** Defines if instancing is supported */
  30542. instancedArrays: boolean;
  30543. /** Defines if 32 bits indices are supported */
  30544. uintIndices: boolean;
  30545. /** Defines if high precision shaders are supported */
  30546. highPrecisionShaderSupported: boolean;
  30547. /** Defines if depth reading in the fragment shader is supported */
  30548. fragmentDepthSupported: boolean;
  30549. /** Defines if float texture linear filtering is supported*/
  30550. textureFloatLinearFiltering: boolean;
  30551. /** Defines if rendering to float textures is supported */
  30552. textureFloatRender: boolean;
  30553. /** Defines if half float textures are supported*/
  30554. textureHalfFloat: boolean;
  30555. /** Defines if half float texture linear filtering is supported*/
  30556. textureHalfFloatLinearFiltering: boolean;
  30557. /** Defines if rendering to half float textures is supported */
  30558. textureHalfFloatRender: boolean;
  30559. /** Defines if textureLOD shader command is supported */
  30560. textureLOD: boolean;
  30561. /** Defines if draw buffers extension is supported */
  30562. drawBuffersExtension: boolean;
  30563. /** Defines if depth textures are supported */
  30564. depthTextureExtension: boolean;
  30565. /** Defines if float color buffer are supported */
  30566. colorBufferFloat: boolean;
  30567. /** Gets disjoint timer query extension (null if not supported) */
  30568. timerQuery: EXT_disjoint_timer_query;
  30569. /** Defines if timestamp can be used with timer query */
  30570. canUseTimestampForTimerQuery: boolean;
  30571. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30572. multiview: any;
  30573. /** Function used to let the system compiles shaders in background */
  30574. parallelShaderCompile: {
  30575. COMPLETION_STATUS_KHR: number;
  30576. };
  30577. /** Max number of texture samples for MSAA */
  30578. maxMSAASamples: number;
  30579. }
  30580. /** Interface defining initialization parameters for Engine class */
  30581. export interface EngineOptions extends WebGLContextAttributes {
  30582. /**
  30583. * Defines if the engine should no exceed a specified device ratio
  30584. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30585. */
  30586. limitDeviceRatio?: number;
  30587. /**
  30588. * Defines if webvr should be enabled automatically
  30589. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30590. */
  30591. autoEnableWebVR?: boolean;
  30592. /**
  30593. * Defines if webgl2 should be turned off even if supported
  30594. * @see http://doc.babylonjs.com/features/webgl2
  30595. */
  30596. disableWebGL2Support?: boolean;
  30597. /**
  30598. * Defines if webaudio should be initialized as well
  30599. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30600. */
  30601. audioEngine?: boolean;
  30602. /**
  30603. * Defines if animations should run using a deterministic lock step
  30604. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30605. */
  30606. deterministicLockstep?: boolean;
  30607. /** Defines the maximum steps to use with deterministic lock step mode */
  30608. lockstepMaxSteps?: number;
  30609. /**
  30610. * Defines that engine should ignore context lost events
  30611. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30612. */
  30613. doNotHandleContextLost?: boolean;
  30614. /**
  30615. * Defines that engine should ignore modifying touch action attribute and style
  30616. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30617. */
  30618. doNotHandleTouchAction?: boolean;
  30619. /**
  30620. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30621. */
  30622. useHighPrecisionFloats?: boolean;
  30623. }
  30624. /**
  30625. * Defines the interface used by display changed events
  30626. */
  30627. export interface IDisplayChangedEventArgs {
  30628. /** Gets the vrDisplay object (if any) */
  30629. vrDisplay: Nullable<any>;
  30630. /** Gets a boolean indicating if webVR is supported */
  30631. vrSupported: boolean;
  30632. }
  30633. /**
  30634. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30635. */
  30636. export class Engine {
  30637. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30638. static ExceptionList: ({
  30639. key: string;
  30640. capture: string;
  30641. captureConstraint: number;
  30642. targets: string[];
  30643. } | {
  30644. key: string;
  30645. capture: null;
  30646. captureConstraint: null;
  30647. targets: string[];
  30648. })[];
  30649. /** Gets the list of created engines */
  30650. static readonly Instances: Engine[];
  30651. /**
  30652. * Gets the latest created engine
  30653. */
  30654. static readonly LastCreatedEngine: Nullable<Engine>;
  30655. /**
  30656. * Gets the latest created scene
  30657. */
  30658. static readonly LastCreatedScene: Nullable<Scene>;
  30659. /**
  30660. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30661. * @param flag defines which part of the materials must be marked as dirty
  30662. * @param predicate defines a predicate used to filter which materials should be affected
  30663. */
  30664. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30665. /** @hidden */
  30666. static _TextureLoaders: IInternalTextureLoader[];
  30667. /** Defines that alpha blending is disabled */
  30668. static readonly ALPHA_DISABLE: number;
  30669. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30670. static readonly ALPHA_ADD: number;
  30671. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30672. static readonly ALPHA_COMBINE: number;
  30673. /** Defines that alpha blending to DEST - SRC * DEST */
  30674. static readonly ALPHA_SUBTRACT: number;
  30675. /** Defines that alpha blending to SRC * DEST */
  30676. static readonly ALPHA_MULTIPLY: number;
  30677. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30678. static readonly ALPHA_MAXIMIZED: number;
  30679. /** Defines that alpha blending to SRC + DEST */
  30680. static readonly ALPHA_ONEONE: number;
  30681. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30682. static readonly ALPHA_PREMULTIPLIED: number;
  30683. /**
  30684. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30685. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30686. */
  30687. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30688. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30689. static readonly ALPHA_INTERPOLATE: number;
  30690. /**
  30691. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30692. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30693. */
  30694. static readonly ALPHA_SCREENMODE: number;
  30695. /** Defines that the ressource is not delayed*/
  30696. static readonly DELAYLOADSTATE_NONE: number;
  30697. /** Defines that the ressource was successfully delay loaded */
  30698. static readonly DELAYLOADSTATE_LOADED: number;
  30699. /** Defines that the ressource is currently delay loading */
  30700. static readonly DELAYLOADSTATE_LOADING: number;
  30701. /** Defines that the ressource is delayed and has not started loading */
  30702. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30703. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30704. static readonly NEVER: number;
  30705. /** 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 */
  30706. static readonly ALWAYS: number;
  30707. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30708. static readonly LESS: number;
  30709. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30710. static readonly EQUAL: number;
  30711. /** 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 */
  30712. static readonly LEQUAL: number;
  30713. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30714. static readonly GREATER: number;
  30715. /** 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 */
  30716. static readonly GEQUAL: number;
  30717. /** 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 */
  30718. static readonly NOTEQUAL: number;
  30719. /** Passed to stencilOperation to specify that stencil value must be kept */
  30720. static readonly KEEP: number;
  30721. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30722. static readonly REPLACE: number;
  30723. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30724. static readonly INCR: number;
  30725. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30726. static readonly DECR: number;
  30727. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30728. static readonly INVERT: number;
  30729. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30730. static readonly INCR_WRAP: number;
  30731. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30732. static readonly DECR_WRAP: number;
  30733. /** Texture is not repeating outside of 0..1 UVs */
  30734. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30735. /** Texture is repeating outside of 0..1 UVs */
  30736. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30737. /** Texture is repeating and mirrored */
  30738. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30739. /** ALPHA */
  30740. static readonly TEXTUREFORMAT_ALPHA: number;
  30741. /** LUMINANCE */
  30742. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30743. /** LUMINANCE_ALPHA */
  30744. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30745. /** RGB */
  30746. static readonly TEXTUREFORMAT_RGB: number;
  30747. /** RGBA */
  30748. static readonly TEXTUREFORMAT_RGBA: number;
  30749. /** RED */
  30750. static readonly TEXTUREFORMAT_RED: number;
  30751. /** RED (2nd reference) */
  30752. static readonly TEXTUREFORMAT_R: number;
  30753. /** RG */
  30754. static readonly TEXTUREFORMAT_RG: number;
  30755. /** RED_INTEGER */
  30756. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30757. /** RED_INTEGER (2nd reference) */
  30758. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30759. /** RG_INTEGER */
  30760. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30761. /** RGB_INTEGER */
  30762. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30763. /** RGBA_INTEGER */
  30764. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30765. /** UNSIGNED_BYTE */
  30766. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30767. /** UNSIGNED_BYTE (2nd reference) */
  30768. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30769. /** FLOAT */
  30770. static readonly TEXTURETYPE_FLOAT: number;
  30771. /** HALF_FLOAT */
  30772. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30773. /** BYTE */
  30774. static readonly TEXTURETYPE_BYTE: number;
  30775. /** SHORT */
  30776. static readonly TEXTURETYPE_SHORT: number;
  30777. /** UNSIGNED_SHORT */
  30778. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30779. /** INT */
  30780. static readonly TEXTURETYPE_INT: number;
  30781. /** UNSIGNED_INT */
  30782. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30783. /** UNSIGNED_SHORT_4_4_4_4 */
  30784. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30785. /** UNSIGNED_SHORT_5_5_5_1 */
  30786. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30787. /** UNSIGNED_SHORT_5_6_5 */
  30788. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30789. /** UNSIGNED_INT_2_10_10_10_REV */
  30790. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30791. /** UNSIGNED_INT_24_8 */
  30792. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30793. /** UNSIGNED_INT_10F_11F_11F_REV */
  30794. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30795. /** UNSIGNED_INT_5_9_9_9_REV */
  30796. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30797. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30798. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30799. /** nearest is mag = nearest and min = nearest and mip = linear */
  30800. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30801. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30802. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30803. /** Trilinear is mag = linear and min = linear and mip = linear */
  30804. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30805. /** nearest is mag = nearest and min = nearest and mip = linear */
  30806. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30807. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30808. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30809. /** Trilinear is mag = linear and min = linear and mip = linear */
  30810. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30811. /** mag = nearest and min = nearest and mip = nearest */
  30812. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30813. /** mag = nearest and min = linear and mip = nearest */
  30814. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30815. /** mag = nearest and min = linear and mip = linear */
  30816. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30817. /** mag = nearest and min = linear and mip = none */
  30818. static readonly TEXTURE_NEAREST_LINEAR: number;
  30819. /** mag = nearest and min = nearest and mip = none */
  30820. static readonly TEXTURE_NEAREST_NEAREST: number;
  30821. /** mag = linear and min = nearest and mip = nearest */
  30822. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30823. /** mag = linear and min = nearest and mip = linear */
  30824. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30825. /** mag = linear and min = linear and mip = none */
  30826. static readonly TEXTURE_LINEAR_LINEAR: number;
  30827. /** mag = linear and min = nearest and mip = none */
  30828. static readonly TEXTURE_LINEAR_NEAREST: number;
  30829. /** Explicit coordinates mode */
  30830. static readonly TEXTURE_EXPLICIT_MODE: number;
  30831. /** Spherical coordinates mode */
  30832. static readonly TEXTURE_SPHERICAL_MODE: number;
  30833. /** Planar coordinates mode */
  30834. static readonly TEXTURE_PLANAR_MODE: number;
  30835. /** Cubic coordinates mode */
  30836. static readonly TEXTURE_CUBIC_MODE: number;
  30837. /** Projection coordinates mode */
  30838. static readonly TEXTURE_PROJECTION_MODE: number;
  30839. /** Skybox coordinates mode */
  30840. static readonly TEXTURE_SKYBOX_MODE: number;
  30841. /** Inverse Cubic coordinates mode */
  30842. static readonly TEXTURE_INVCUBIC_MODE: number;
  30843. /** Equirectangular coordinates mode */
  30844. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30845. /** Equirectangular Fixed coordinates mode */
  30846. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30847. /** Equirectangular Fixed Mirrored coordinates mode */
  30848. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30849. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30850. static readonly SCALEMODE_FLOOR: number;
  30851. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30852. static readonly SCALEMODE_NEAREST: number;
  30853. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30854. static readonly SCALEMODE_CEILING: number;
  30855. /**
  30856. * Returns the current npm package of the sdk
  30857. */
  30858. static readonly NpmPackage: string;
  30859. /**
  30860. * Returns the current version of the framework
  30861. */
  30862. static readonly Version: string;
  30863. /**
  30864. * Returns a string describing the current engine
  30865. */
  30866. readonly description: string;
  30867. /**
  30868. * Gets or sets the epsilon value used by collision engine
  30869. */
  30870. static CollisionsEpsilon: number;
  30871. /**
  30872. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30873. */
  30874. static ShadersRepository: string;
  30875. /**
  30876. * Method called to create the default loading screen.
  30877. * This can be overriden in your own app.
  30878. * @param canvas The rendering canvas element
  30879. * @returns The loading screen
  30880. */
  30881. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30882. /**
  30883. * Method called to create the default rescale post process on each engine.
  30884. */
  30885. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30886. /** @hidden */
  30887. _shaderProcessor: IShaderProcessor;
  30888. /**
  30889. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30890. */
  30891. forcePOTTextures: boolean;
  30892. /**
  30893. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30894. */
  30895. isFullscreen: boolean;
  30896. /**
  30897. * Gets a boolean indicating if the pointer is currently locked
  30898. */
  30899. isPointerLock: boolean;
  30900. /**
  30901. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30902. */
  30903. cullBackFaces: boolean;
  30904. /**
  30905. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30906. */
  30907. renderEvenInBackground: boolean;
  30908. /**
  30909. * Gets or sets a boolean indicating that cache can be kept between frames
  30910. */
  30911. preventCacheWipeBetweenFrames: boolean;
  30912. /**
  30913. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30914. **/
  30915. enableOfflineSupport: boolean;
  30916. /**
  30917. * 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)
  30918. **/
  30919. disableManifestCheck: boolean;
  30920. /**
  30921. * Gets the list of created scenes
  30922. */
  30923. scenes: Scene[];
  30924. /**
  30925. * Event raised when a new scene is created
  30926. */
  30927. onNewSceneAddedObservable: Observable<Scene>;
  30928. /**
  30929. * Gets the list of created postprocesses
  30930. */
  30931. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30932. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30933. validateShaderPrograms: boolean;
  30934. /**
  30935. * Observable event triggered each time the rendering canvas is resized
  30936. */
  30937. onResizeObservable: Observable<Engine>;
  30938. /**
  30939. * Observable event triggered each time the canvas loses focus
  30940. */
  30941. onCanvasBlurObservable: Observable<Engine>;
  30942. /**
  30943. * Observable event triggered each time the canvas gains focus
  30944. */
  30945. onCanvasFocusObservable: Observable<Engine>;
  30946. /**
  30947. * Observable event triggered each time the canvas receives pointerout event
  30948. */
  30949. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30950. /**
  30951. * Observable event triggered before each texture is initialized
  30952. */
  30953. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30954. /**
  30955. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30956. */
  30957. disableUniformBuffers: boolean;
  30958. /** @hidden */
  30959. _uniformBuffers: UniformBuffer[];
  30960. /**
  30961. * Gets a boolean indicating that the engine supports uniform buffers
  30962. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30963. */
  30964. readonly supportsUniformBuffers: boolean;
  30965. /**
  30966. * Observable raised when the engine begins a new frame
  30967. */
  30968. onBeginFrameObservable: Observable<Engine>;
  30969. /**
  30970. * If set, will be used to request the next animation frame for the render loop
  30971. */
  30972. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30973. /**
  30974. * Observable raised when the engine ends the current frame
  30975. */
  30976. onEndFrameObservable: Observable<Engine>;
  30977. /**
  30978. * Observable raised when the engine is about to compile a shader
  30979. */
  30980. onBeforeShaderCompilationObservable: Observable<Engine>;
  30981. /**
  30982. * Observable raised when the engine has jsut compiled a shader
  30983. */
  30984. onAfterShaderCompilationObservable: Observable<Engine>;
  30985. /** @hidden */
  30986. _gl: WebGLRenderingContext;
  30987. private _renderingCanvas;
  30988. private _windowIsBackground;
  30989. protected _webGLVersion: number;
  30990. protected _highPrecisionShadersAllowed: boolean;
  30991. /** @hidden */
  30992. readonly _shouldUseHighPrecisionShader: boolean;
  30993. /**
  30994. * Gets a boolean indicating that only power of 2 textures are supported
  30995. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30996. */
  30997. readonly needPOTTextures: boolean;
  30998. /** @hidden */
  30999. _badOS: boolean;
  31000. /** @hidden */
  31001. _badDesktopOS: boolean;
  31002. /**
  31003. * Gets the audio engine
  31004. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31005. * @ignorenaming
  31006. */
  31007. static audioEngine: IAudioEngine;
  31008. /**
  31009. * Default AudioEngine factory responsible of creating the Audio Engine.
  31010. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  31011. */
  31012. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  31013. /**
  31014. * Default offline support factory responsible of creating a tool used to store data locally.
  31015. * By default, this will create a Database object if the workload has been embedded.
  31016. */
  31017. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  31018. private _onFocus;
  31019. private _onBlur;
  31020. private _onCanvasPointerOut;
  31021. private _onCanvasBlur;
  31022. private _onCanvasFocus;
  31023. private _onFullscreenChange;
  31024. private _onPointerLockChange;
  31025. private _hardwareScalingLevel;
  31026. /** @hidden */
  31027. _caps: EngineCapabilities;
  31028. private _pointerLockRequested;
  31029. private _isStencilEnable;
  31030. protected _colorWrite: boolean;
  31031. private _loadingScreen;
  31032. /** @hidden */
  31033. _drawCalls: PerfCounter;
  31034. private _glVersion;
  31035. private _glRenderer;
  31036. private _glVendor;
  31037. private _videoTextureSupported;
  31038. private _renderingQueueLaunched;
  31039. private _activeRenderLoops;
  31040. private _deterministicLockstep;
  31041. private _lockstepMaxSteps;
  31042. /**
  31043. * Observable signaled when a context lost event is raised
  31044. */
  31045. onContextLostObservable: Observable<Engine>;
  31046. /**
  31047. * Observable signaled when a context restored event is raised
  31048. */
  31049. onContextRestoredObservable: Observable<Engine>;
  31050. private _onContextLost;
  31051. private _onContextRestored;
  31052. private _contextWasLost;
  31053. /** @hidden */
  31054. _doNotHandleContextLost: boolean;
  31055. /**
  31056. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  31057. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  31058. */
  31059. doNotHandleContextLost: boolean;
  31060. private _performanceMonitor;
  31061. private _fps;
  31062. private _deltaTime;
  31063. /**
  31064. * Turn this value on if you want to pause FPS computation when in background
  31065. */
  31066. disablePerformanceMonitorInBackground: boolean;
  31067. /**
  31068. * Gets the performance monitor attached to this engine
  31069. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  31070. */
  31071. readonly performanceMonitor: PerformanceMonitor;
  31072. /**
  31073. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  31074. */
  31075. disableVertexArrayObjects: boolean;
  31076. /** @hidden */
  31077. protected _depthCullingState: _DepthCullingState;
  31078. /** @hidden */
  31079. protected _stencilState: _StencilState;
  31080. /** @hidden */
  31081. protected _alphaState: _AlphaState;
  31082. /** @hidden */
  31083. protected _alphaMode: number;
  31084. /** @hidden */
  31085. _internalTexturesCache: InternalTexture[];
  31086. /** @hidden */
  31087. protected _activeChannel: number;
  31088. private _currentTextureChannel;
  31089. /** @hidden */
  31090. protected _boundTexturesCache: {
  31091. [key: string]: Nullable<InternalTexture>;
  31092. };
  31093. /** @hidden */
  31094. protected _currentEffect: Nullable<Effect>;
  31095. /** @hidden */
  31096. protected _currentProgram: Nullable<WebGLProgram>;
  31097. private _compiledEffects;
  31098. private _vertexAttribArraysEnabled;
  31099. /** @hidden */
  31100. protected _cachedViewport: Nullable<IViewportLike>;
  31101. private _cachedVertexArrayObject;
  31102. /** @hidden */
  31103. protected _cachedVertexBuffers: any;
  31104. /** @hidden */
  31105. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31106. /** @hidden */
  31107. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31108. /** @hidden */
  31109. _currentRenderTarget: Nullable<InternalTexture>;
  31110. private _uintIndicesCurrentlySet;
  31111. private _currentBoundBuffer;
  31112. /** @hidden */
  31113. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31114. private _currentBufferPointers;
  31115. private _currentInstanceLocations;
  31116. private _currentInstanceBuffers;
  31117. private _textureUnits;
  31118. /** @hidden */
  31119. _workingCanvas: Nullable<HTMLCanvasElement>;
  31120. /** @hidden */
  31121. _workingContext: Nullable<CanvasRenderingContext2D>;
  31122. private _rescalePostProcess;
  31123. private _dummyFramebuffer;
  31124. private _externalData;
  31125. /** @hidden */
  31126. _bindedRenderFunction: any;
  31127. private _vaoRecordInProgress;
  31128. private _mustWipeVertexAttributes;
  31129. private _emptyTexture;
  31130. private _emptyCubeTexture;
  31131. private _emptyTexture3D;
  31132. /** @hidden */
  31133. _frameHandler: number;
  31134. private _nextFreeTextureSlots;
  31135. private _maxSimultaneousTextures;
  31136. private _activeRequests;
  31137. private _texturesSupported;
  31138. /** @hidden */
  31139. _textureFormatInUse: Nullable<string>;
  31140. /**
  31141. * Gets the list of texture formats supported
  31142. */
  31143. readonly texturesSupported: Array<string>;
  31144. /**
  31145. * Gets the list of texture formats in use
  31146. */
  31147. readonly textureFormatInUse: Nullable<string>;
  31148. /**
  31149. * Gets the current viewport
  31150. */
  31151. readonly currentViewport: Nullable<IViewportLike>;
  31152. /**
  31153. * Gets the default empty texture
  31154. */
  31155. readonly emptyTexture: InternalTexture;
  31156. /**
  31157. * Gets the default empty 3D texture
  31158. */
  31159. readonly emptyTexture3D: InternalTexture;
  31160. /**
  31161. * Gets the default empty cube texture
  31162. */
  31163. readonly emptyCubeTexture: InternalTexture;
  31164. /**
  31165. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31166. */
  31167. readonly premultipliedAlpha: boolean;
  31168. /**
  31169. * Creates a new engine
  31170. * @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
  31171. * @param antialias defines enable antialiasing (default: false)
  31172. * @param options defines further options to be sent to the getContext() function
  31173. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31174. */
  31175. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31176. /**
  31177. * Initializes a webVR display and starts listening to display change events
  31178. * The onVRDisplayChangedObservable will be notified upon these changes
  31179. * @returns The onVRDisplayChangedObservable
  31180. */
  31181. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31182. /** @hidden */
  31183. _prepareVRComponent(): void;
  31184. /** @hidden */
  31185. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31186. /** @hidden */
  31187. _submitVRFrame(): void;
  31188. /**
  31189. * Call this function to leave webVR mode
  31190. * Will do nothing if webVR is not supported or if there is no webVR device
  31191. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31192. */
  31193. disableVR(): void;
  31194. /**
  31195. * Gets a boolean indicating that the system is in VR mode and is presenting
  31196. * @returns true if VR mode is engaged
  31197. */
  31198. isVRPresenting(): boolean;
  31199. /** @hidden */
  31200. _requestVRFrame(): void;
  31201. private _disableTouchAction;
  31202. private _rebuildInternalTextures;
  31203. private _rebuildEffects;
  31204. /**
  31205. * Gets a boolean indicating if all created effects are ready
  31206. * @returns true if all effects are ready
  31207. */
  31208. areAllEffectsReady(): boolean;
  31209. private _rebuildBuffers;
  31210. private _initGLContext;
  31211. /**
  31212. * Gets version of the current webGL context
  31213. */
  31214. readonly webGLVersion: number;
  31215. /**
  31216. * Gets a string idenfifying the name of the class
  31217. * @returns "Engine" string
  31218. */
  31219. getClassName(): string;
  31220. /**
  31221. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31222. */
  31223. readonly isStencilEnable: boolean;
  31224. /** @hidden */
  31225. _prepareWorkingCanvas(): void;
  31226. /**
  31227. * Reset the texture cache to empty state
  31228. */
  31229. resetTextureCache(): void;
  31230. /**
  31231. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31232. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31233. * @returns true if engine is in deterministic lock step mode
  31234. */
  31235. isDeterministicLockStep(): boolean;
  31236. /**
  31237. * Gets the max steps when engine is running in deterministic lock step
  31238. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31239. * @returns the max steps
  31240. */
  31241. getLockstepMaxSteps(): number;
  31242. /**
  31243. * Gets an object containing information about the current webGL context
  31244. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31245. */
  31246. getGlInfo(): {
  31247. vendor: string;
  31248. renderer: string;
  31249. version: string;
  31250. };
  31251. /**
  31252. * Gets current aspect ratio
  31253. * @param viewportOwner defines the camera to use to get the aspect ratio
  31254. * @param useScreen defines if screen size must be used (or the current render target if any)
  31255. * @returns a number defining the aspect ratio
  31256. */
  31257. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31258. /**
  31259. * Gets current screen aspect ratio
  31260. * @returns a number defining the aspect ratio
  31261. */
  31262. getScreenAspectRatio(): number;
  31263. /**
  31264. * Gets the current render width
  31265. * @param useScreen defines if screen size must be used (or the current render target if any)
  31266. * @returns a number defining the current render width
  31267. */
  31268. getRenderWidth(useScreen?: boolean): number;
  31269. /**
  31270. * Gets the current render height
  31271. * @param useScreen defines if screen size must be used (or the current render target if any)
  31272. * @returns a number defining the current render height
  31273. */
  31274. getRenderHeight(useScreen?: boolean): number;
  31275. /**
  31276. * Gets the HTML canvas attached with the current webGL context
  31277. * @returns a HTML canvas
  31278. */
  31279. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31280. /**
  31281. * Gets host window
  31282. * @returns the host window object
  31283. */
  31284. getHostWindow(): Window;
  31285. /**
  31286. * Gets host document
  31287. * @returns the host document object
  31288. */
  31289. getHostDocument(): Document;
  31290. /**
  31291. * Gets the client rect of the HTML canvas attached with the current webGL context
  31292. * @returns a client rectanglee
  31293. */
  31294. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31295. /**
  31296. * Defines the hardware scaling level.
  31297. * By default the hardware scaling level is computed from the window device ratio.
  31298. * 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.
  31299. * @param level defines the level to use
  31300. */
  31301. setHardwareScalingLevel(level: number): void;
  31302. /**
  31303. * Gets the current hardware scaling level.
  31304. * By default the hardware scaling level is computed from the window device ratio.
  31305. * 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.
  31306. * @returns a number indicating the current hardware scaling level
  31307. */
  31308. getHardwareScalingLevel(): number;
  31309. /**
  31310. * Gets the list of loaded textures
  31311. * @returns an array containing all loaded textures
  31312. */
  31313. getLoadedTexturesCache(): InternalTexture[];
  31314. /**
  31315. * Gets the object containing all engine capabilities
  31316. * @returns the EngineCapabilities object
  31317. */
  31318. getCaps(): EngineCapabilities;
  31319. /**
  31320. * Gets the current depth function
  31321. * @returns a number defining the depth function
  31322. */
  31323. getDepthFunction(): Nullable<number>;
  31324. /**
  31325. * Sets the current depth function
  31326. * @param depthFunc defines the function to use
  31327. */
  31328. setDepthFunction(depthFunc: number): void;
  31329. /**
  31330. * Sets the current depth function to GREATER
  31331. */
  31332. setDepthFunctionToGreater(): void;
  31333. /**
  31334. * Sets the current depth function to GEQUAL
  31335. */
  31336. setDepthFunctionToGreaterOrEqual(): void;
  31337. /**
  31338. * Sets the current depth function to LESS
  31339. */
  31340. setDepthFunctionToLess(): void;
  31341. private _cachedStencilBuffer;
  31342. private _cachedStencilFunction;
  31343. private _cachedStencilMask;
  31344. private _cachedStencilOperationPass;
  31345. private _cachedStencilOperationFail;
  31346. private _cachedStencilOperationDepthFail;
  31347. private _cachedStencilReference;
  31348. /**
  31349. * Caches the the state of the stencil buffer
  31350. */
  31351. cacheStencilState(): void;
  31352. /**
  31353. * Restores the state of the stencil buffer
  31354. */
  31355. restoreStencilState(): void;
  31356. /**
  31357. * Sets the current depth function to LEQUAL
  31358. */
  31359. setDepthFunctionToLessOrEqual(): void;
  31360. /**
  31361. * Gets a boolean indicating if stencil buffer is enabled
  31362. * @returns the current stencil buffer state
  31363. */
  31364. getStencilBuffer(): boolean;
  31365. /**
  31366. * Enable or disable the stencil buffer
  31367. * @param enable defines if the stencil buffer must be enabled or disabled
  31368. */
  31369. setStencilBuffer(enable: boolean): void;
  31370. /**
  31371. * Gets the current stencil mask
  31372. * @returns a number defining the new stencil mask to use
  31373. */
  31374. getStencilMask(): number;
  31375. /**
  31376. * Sets the current stencil mask
  31377. * @param mask defines the new stencil mask to use
  31378. */
  31379. setStencilMask(mask: number): void;
  31380. /**
  31381. * Gets the current stencil function
  31382. * @returns a number defining the stencil function to use
  31383. */
  31384. getStencilFunction(): number;
  31385. /**
  31386. * Gets the current stencil reference value
  31387. * @returns a number defining the stencil reference value to use
  31388. */
  31389. getStencilFunctionReference(): number;
  31390. /**
  31391. * Gets the current stencil mask
  31392. * @returns a number defining the stencil mask to use
  31393. */
  31394. getStencilFunctionMask(): number;
  31395. /**
  31396. * Sets the current stencil function
  31397. * @param stencilFunc defines the new stencil function to use
  31398. */
  31399. setStencilFunction(stencilFunc: number): void;
  31400. /**
  31401. * Sets the current stencil reference
  31402. * @param reference defines the new stencil reference to use
  31403. */
  31404. setStencilFunctionReference(reference: number): void;
  31405. /**
  31406. * Sets the current stencil mask
  31407. * @param mask defines the new stencil mask to use
  31408. */
  31409. setStencilFunctionMask(mask: number): void;
  31410. /**
  31411. * Gets the current stencil operation when stencil fails
  31412. * @returns a number defining stencil operation to use when stencil fails
  31413. */
  31414. getStencilOperationFail(): number;
  31415. /**
  31416. * Gets the current stencil operation when depth fails
  31417. * @returns a number defining stencil operation to use when depth fails
  31418. */
  31419. getStencilOperationDepthFail(): number;
  31420. /**
  31421. * Gets the current stencil operation when stencil passes
  31422. * @returns a number defining stencil operation to use when stencil passes
  31423. */
  31424. getStencilOperationPass(): number;
  31425. /**
  31426. * Sets the stencil operation to use when stencil fails
  31427. * @param operation defines the stencil operation to use when stencil fails
  31428. */
  31429. setStencilOperationFail(operation: number): void;
  31430. /**
  31431. * Sets the stencil operation to use when depth fails
  31432. * @param operation defines the stencil operation to use when depth fails
  31433. */
  31434. setStencilOperationDepthFail(operation: number): void;
  31435. /**
  31436. * Sets the stencil operation to use when stencil passes
  31437. * @param operation defines the stencil operation to use when stencil passes
  31438. */
  31439. setStencilOperationPass(operation: number): void;
  31440. /**
  31441. * Sets a boolean indicating if the dithering state is enabled or disabled
  31442. * @param value defines the dithering state
  31443. */
  31444. setDitheringState(value: boolean): void;
  31445. /**
  31446. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31447. * @param value defines the rasterizer state
  31448. */
  31449. setRasterizerState(value: boolean): void;
  31450. /**
  31451. * stop executing a render loop function and remove it from the execution array
  31452. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31453. */
  31454. stopRenderLoop(renderFunction?: () => void): void;
  31455. /** @hidden */
  31456. _renderLoop(): void;
  31457. /**
  31458. * Can be used to override the current requestAnimationFrame requester.
  31459. * @hidden
  31460. */
  31461. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  31462. /**
  31463. * Register and execute a render loop. The engine can have more than one render function
  31464. * @param renderFunction defines the function to continuously execute
  31465. */
  31466. runRenderLoop(renderFunction: () => void): void;
  31467. /**
  31468. * Toggle full screen mode
  31469. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31470. */
  31471. switchFullscreen(requestPointerLock: boolean): void;
  31472. /**
  31473. * Enters full screen mode
  31474. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31475. */
  31476. enterFullscreen(requestPointerLock: boolean): void;
  31477. /**
  31478. * Exits full screen mode
  31479. */
  31480. exitFullscreen(): void;
  31481. /**
  31482. * Enters Pointerlock mode
  31483. */
  31484. enterPointerlock(): void;
  31485. /**
  31486. * Exits Pointerlock mode
  31487. */
  31488. exitPointerlock(): void;
  31489. /**
  31490. * Clear the current render buffer or the current render target (if any is set up)
  31491. * @param color defines the color to use
  31492. * @param backBuffer defines if the back buffer must be cleared
  31493. * @param depth defines if the depth buffer must be cleared
  31494. * @param stencil defines if the stencil buffer must be cleared
  31495. */
  31496. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31497. /**
  31498. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31499. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31500. * @param y defines the y-coordinate of the corner of the clear rectangle
  31501. * @param width defines the width of the clear rectangle
  31502. * @param height defines the height of the clear rectangle
  31503. * @param clearColor defines the clear color
  31504. */
  31505. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31506. /**
  31507. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31508. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31509. * @param y defines the y-coordinate of the corner of the clear rectangle
  31510. * @param width defines the width of the clear rectangle
  31511. * @param height defines the height of the clear rectangle
  31512. */
  31513. enableScissor(x: number, y: number, width: number, height: number): void;
  31514. /**
  31515. * Disable previously set scissor test rectangle
  31516. */
  31517. disableScissor(): void;
  31518. private _viewportCached;
  31519. /** @hidden */
  31520. _viewport(x: number, y: number, width: number, height: number): void;
  31521. /**
  31522. * Set the WebGL's viewport
  31523. * @param viewport defines the viewport element to be used
  31524. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31525. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31526. */
  31527. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31528. /**
  31529. * Directly set the WebGL Viewport
  31530. * @param x defines the x coordinate of the viewport (in screen space)
  31531. * @param y defines the y coordinate of the viewport (in screen space)
  31532. * @param width defines the width of the viewport (in screen space)
  31533. * @param height defines the height of the viewport (in screen space)
  31534. * @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
  31535. */
  31536. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31537. /**
  31538. * Begin a new frame
  31539. */
  31540. beginFrame(): void;
  31541. /**
  31542. * Enf the current frame
  31543. */
  31544. endFrame(): void;
  31545. /**
  31546. * Resize the view according to the canvas' size
  31547. */
  31548. resize(): void;
  31549. /**
  31550. * Force a specific size of the canvas
  31551. * @param width defines the new canvas' width
  31552. * @param height defines the new canvas' height
  31553. */
  31554. setSize(width: number, height: number): void;
  31555. /**
  31556. * Binds the frame buffer to the specified texture.
  31557. * @param texture The texture to render to or null for the default canvas
  31558. * @param faceIndex The face of the texture to render to in case of cube texture
  31559. * @param requiredWidth The width of the target to render to
  31560. * @param requiredHeight The height of the target to render to
  31561. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31562. * @param depthStencilTexture The depth stencil texture to use to render
  31563. * @param lodLevel defines le lod level to bind to the frame buffer
  31564. */
  31565. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31566. /** @hidden */
  31567. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31568. /**
  31569. * Unbind the current render target texture from the webGL context
  31570. * @param texture defines the render target texture to unbind
  31571. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31572. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31573. */
  31574. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31575. /**
  31576. * Force the mipmap generation for the given render target texture
  31577. * @param texture defines the render target texture to use
  31578. */
  31579. generateMipMapsForCubemap(texture: InternalTexture): void;
  31580. /**
  31581. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31582. */
  31583. flushFramebuffer(): void;
  31584. /**
  31585. * Unbind the current render target and bind the default framebuffer
  31586. */
  31587. restoreDefaultFramebuffer(): void;
  31588. /**
  31589. * Create an uniform buffer
  31590. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31591. * @param elements defines the content of the uniform buffer
  31592. * @returns the webGL uniform buffer
  31593. */
  31594. createUniformBuffer(elements: FloatArray): DataBuffer;
  31595. /**
  31596. * Create a dynamic uniform buffer
  31597. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31598. * @param elements defines the content of the uniform buffer
  31599. * @returns the webGL uniform buffer
  31600. */
  31601. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31602. /**
  31603. * Update an existing uniform buffer
  31604. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31605. * @param uniformBuffer defines the target uniform buffer
  31606. * @param elements defines the content to update
  31607. * @param offset defines the offset in the uniform buffer where update should start
  31608. * @param count defines the size of the data to update
  31609. */
  31610. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31611. private _resetVertexBufferBinding;
  31612. /**
  31613. * Creates a vertex buffer
  31614. * @param data the data for the vertex buffer
  31615. * @returns the new WebGL static buffer
  31616. */
  31617. createVertexBuffer(data: DataArray): DataBuffer;
  31618. /**
  31619. * Creates a dynamic vertex buffer
  31620. * @param data the data for the dynamic vertex buffer
  31621. * @returns the new WebGL dynamic buffer
  31622. */
  31623. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31624. /**
  31625. * Update a dynamic index buffer
  31626. * @param indexBuffer defines the target index buffer
  31627. * @param indices defines the data to update
  31628. * @param offset defines the offset in the target index buffer where update should start
  31629. */
  31630. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31631. /**
  31632. * Updates a dynamic vertex buffer.
  31633. * @param vertexBuffer the vertex buffer to update
  31634. * @param data the data used to update the vertex buffer
  31635. * @param byteOffset the byte offset of the data
  31636. * @param byteLength the byte length of the data
  31637. */
  31638. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31639. private _resetIndexBufferBinding;
  31640. /**
  31641. * Creates a new index buffer
  31642. * @param indices defines the content of the index buffer
  31643. * @param updatable defines if the index buffer must be updatable
  31644. * @returns a new webGL buffer
  31645. */
  31646. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31647. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  31648. /**
  31649. * Bind a webGL buffer to the webGL context
  31650. * @param buffer defines the buffer to bind
  31651. */
  31652. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31653. /**
  31654. * Bind an uniform buffer to the current webGL context
  31655. * @param buffer defines the buffer to bind
  31656. */
  31657. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31658. /**
  31659. * Bind a buffer to the current webGL context at a given location
  31660. * @param buffer defines the buffer to bind
  31661. * @param location defines the index where to bind the buffer
  31662. */
  31663. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31664. /**
  31665. * Bind a specific block at a given index in a specific shader program
  31666. * @param pipelineContext defines the pipeline context to use
  31667. * @param blockName defines the block name
  31668. * @param index defines the index where to bind the block
  31669. */
  31670. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31671. private bindIndexBuffer;
  31672. private bindBuffer;
  31673. /**
  31674. * update the bound buffer with the given data
  31675. * @param data defines the data to update
  31676. */
  31677. updateArrayBuffer(data: Float32Array): void;
  31678. private _vertexAttribPointer;
  31679. private _bindIndexBufferWithCache;
  31680. private _bindVertexBuffersAttributes;
  31681. /**
  31682. * Records a vertex array object
  31683. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31684. * @param vertexBuffers defines the list of vertex buffers to store
  31685. * @param indexBuffer defines the index buffer to store
  31686. * @param effect defines the effect to store
  31687. * @returns the new vertex array object
  31688. */
  31689. recordVertexArrayObject(vertexBuffers: {
  31690. [key: string]: VertexBuffer;
  31691. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31692. /**
  31693. * Bind a specific vertex array object
  31694. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31695. * @param vertexArrayObject defines the vertex array object to bind
  31696. * @param indexBuffer defines the index buffer to bind
  31697. */
  31698. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31699. /**
  31700. * Bind webGl buffers directly to the webGL context
  31701. * @param vertexBuffer defines the vertex buffer to bind
  31702. * @param indexBuffer defines the index buffer to bind
  31703. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31704. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31705. * @param effect defines the effect associated with the vertex buffer
  31706. */
  31707. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31708. private _unbindVertexArrayObject;
  31709. /**
  31710. * Bind a list of vertex buffers to the webGL context
  31711. * @param vertexBuffers defines the list of vertex buffers to bind
  31712. * @param indexBuffer defines the index buffer to bind
  31713. * @param effect defines the effect associated with the vertex buffers
  31714. */
  31715. bindBuffers(vertexBuffers: {
  31716. [key: string]: Nullable<VertexBuffer>;
  31717. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31718. /**
  31719. * Unbind all instance attributes
  31720. */
  31721. unbindInstanceAttributes(): void;
  31722. /**
  31723. * Release and free the memory of a vertex array object
  31724. * @param vao defines the vertex array object to delete
  31725. */
  31726. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31727. /** @hidden */
  31728. _releaseBuffer(buffer: DataBuffer): boolean;
  31729. protected _deleteBuffer(buffer: DataBuffer): void;
  31730. /**
  31731. * Creates a webGL buffer to use with instanciation
  31732. * @param capacity defines the size of the buffer
  31733. * @returns the webGL buffer
  31734. */
  31735. createInstancesBuffer(capacity: number): DataBuffer;
  31736. /**
  31737. * Delete a webGL buffer used with instanciation
  31738. * @param buffer defines the webGL buffer to delete
  31739. */
  31740. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31741. /**
  31742. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31743. * @param instancesBuffer defines the webGL buffer to update and bind
  31744. * @param data defines the data to store in the buffer
  31745. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31746. */
  31747. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31748. /**
  31749. * Apply all cached states (depth, culling, stencil and alpha)
  31750. */
  31751. applyStates(): void;
  31752. /**
  31753. * Send a draw order
  31754. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31755. * @param indexStart defines the starting index
  31756. * @param indexCount defines the number of index to draw
  31757. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31758. */
  31759. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31760. /**
  31761. * Draw a list of points
  31762. * @param verticesStart defines the index of first vertex to draw
  31763. * @param verticesCount defines the count of vertices to draw
  31764. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31765. */
  31766. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31767. /**
  31768. * Draw a list of unindexed primitives
  31769. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  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. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31775. /**
  31776. * Draw a list of indexed primitives
  31777. * @param fillMode defines the primitive to use
  31778. * @param indexStart defines the starting index
  31779. * @param indexCount defines the number of index to draw
  31780. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31781. */
  31782. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31783. /**
  31784. * Draw a list of unindexed primitives
  31785. * @param fillMode defines the primitive to use
  31786. * @param verticesStart defines the index of first vertex to draw
  31787. * @param verticesCount defines the count of vertices to draw
  31788. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31789. */
  31790. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31791. private _drawMode;
  31792. /** @hidden */
  31793. _releaseEffect(effect: Effect): void;
  31794. /** @hidden */
  31795. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31796. /**
  31797. * Create a new effect (used to store vertex/fragment shaders)
  31798. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31799. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31800. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31801. * @param samplers defines an array of string used to represent textures
  31802. * @param defines defines the string containing the defines to use to compile the shaders
  31803. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31804. * @param onCompiled defines a function to call when the effect creation is successful
  31805. * @param onError defines a function to call when the effect creation has failed
  31806. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31807. * @returns the new Effect
  31808. */
  31809. 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;
  31810. protected static _concatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  31811. private _compileShader;
  31812. private _compileRawShader;
  31813. /**
  31814. * Directly creates a webGL program
  31815. * @param pipelineContext defines the pipeline context to attach to
  31816. * @param vertexCode defines the vertex shader code to use
  31817. * @param fragmentCode defines the fragment shader code to use
  31818. * @param context defines the webGL context to use (if not set, the current one will be used)
  31819. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31820. * @returns the new webGL program
  31821. */
  31822. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31823. /**
  31824. * Creates a webGL program
  31825. * @param pipelineContext defines the pipeline context to attach to
  31826. * @param vertexCode defines the vertex shader code to use
  31827. * @param fragmentCode defines the fragment shader code to use
  31828. * @param defines defines the string containing the defines to use to compile the shaders
  31829. * @param context defines the webGL context to use (if not set, the current one will be used)
  31830. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31831. * @returns the new webGL program
  31832. */
  31833. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31834. /**
  31835. * Creates a new pipeline context
  31836. * @returns the new pipeline
  31837. */
  31838. createPipelineContext(): IPipelineContext;
  31839. private _createShaderProgram;
  31840. private _finalizePipelineContext;
  31841. /** @hidden */
  31842. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31843. /** @hidden */
  31844. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31845. /** @hidden */
  31846. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31847. /**
  31848. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31849. * @param pipelineContext defines the pipeline context to use
  31850. * @param uniformsNames defines the list of uniform names
  31851. * @returns an array of webGL uniform locations
  31852. */
  31853. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31854. /**
  31855. * Gets the lsit of active attributes for a given webGL program
  31856. * @param pipelineContext defines the pipeline context to use
  31857. * @param attributesNames defines the list of attribute names to get
  31858. * @returns an array of indices indicating the offset of each attribute
  31859. */
  31860. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31861. /**
  31862. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31863. * @param effect defines the effect to activate
  31864. */
  31865. enableEffect(effect: Nullable<Effect>): void;
  31866. /**
  31867. * Set the value of an uniform to an array of int32
  31868. * @param uniform defines the webGL uniform location where to store the value
  31869. * @param array defines the array of int32 to store
  31870. */
  31871. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31872. /**
  31873. * Set the value of an uniform to an array of int32 (stored as vec2)
  31874. * @param uniform defines the webGL uniform location where to store the value
  31875. * @param array defines the array of int32 to store
  31876. */
  31877. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31878. /**
  31879. * Set the value of an uniform to an array of int32 (stored as vec3)
  31880. * @param uniform defines the webGL uniform location where to store the value
  31881. * @param array defines the array of int32 to store
  31882. */
  31883. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31884. /**
  31885. * Set the value of an uniform to an array of int32 (stored as vec4)
  31886. * @param uniform defines the webGL uniform location where to store the value
  31887. * @param array defines the array of int32 to store
  31888. */
  31889. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31890. /**
  31891. * Set the value of an uniform to an array of float32
  31892. * @param uniform defines the webGL uniform location where to store the value
  31893. * @param array defines the array of float32 to store
  31894. */
  31895. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31896. /**
  31897. * Set the value of an uniform to an array of float32 (stored as vec2)
  31898. * @param uniform defines the webGL uniform location where to store the value
  31899. * @param array defines the array of float32 to store
  31900. */
  31901. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31902. /**
  31903. * Set the value of an uniform to an array of float32 (stored as vec3)
  31904. * @param uniform defines the webGL uniform location where to store the value
  31905. * @param array defines the array of float32 to store
  31906. */
  31907. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31908. /**
  31909. * Set the value of an uniform to an array of float32 (stored as vec4)
  31910. * @param uniform defines the webGL uniform location where to store the value
  31911. * @param array defines the array of float32 to store
  31912. */
  31913. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31914. /**
  31915. * Set the value of an uniform to an array of number
  31916. * @param uniform defines the webGL uniform location where to store the value
  31917. * @param array defines the array of number to store
  31918. */
  31919. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31920. /**
  31921. * Set the value of an uniform to an array of number (stored as vec2)
  31922. * @param uniform defines the webGL uniform location where to store the value
  31923. * @param array defines the array of number to store
  31924. */
  31925. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31926. /**
  31927. * Set the value of an uniform to an array of number (stored as vec3)
  31928. * @param uniform defines the webGL uniform location where to store the value
  31929. * @param array defines the array of number to store
  31930. */
  31931. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31932. /**
  31933. * Set the value of an uniform to an array of number (stored as vec4)
  31934. * @param uniform defines the webGL uniform location where to store the value
  31935. * @param array defines the array of number to store
  31936. */
  31937. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31938. /**
  31939. * Set the value of an uniform to an array of float32 (stored as matrices)
  31940. * @param uniform defines the webGL uniform location where to store the value
  31941. * @param matrices defines the array of float32 to store
  31942. */
  31943. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31944. /**
  31945. * Set the value of an uniform to a matrix (3x3)
  31946. * @param uniform defines the webGL uniform location where to store the value
  31947. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31948. */
  31949. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31950. /**
  31951. * Set the value of an uniform to a matrix (2x2)
  31952. * @param uniform defines the webGL uniform location where to store the value
  31953. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31954. */
  31955. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31956. /**
  31957. * Set the value of an uniform to a number (int)
  31958. * @param uniform defines the webGL uniform location where to store the value
  31959. * @param value defines the int number to store
  31960. */
  31961. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31962. /**
  31963. * Set the value of an uniform to a number (float)
  31964. * @param uniform defines the webGL uniform location where to store the value
  31965. * @param value defines the float number to store
  31966. */
  31967. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31968. /**
  31969. * Set the value of an uniform to a vec2
  31970. * @param uniform defines the webGL uniform location where to store the value
  31971. * @param x defines the 1st component of the value
  31972. * @param y defines the 2nd component of the value
  31973. */
  31974. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31975. /**
  31976. * Set the value of an uniform to a vec3
  31977. * @param uniform defines the webGL uniform location where to store the value
  31978. * @param x defines the 1st component of the value
  31979. * @param y defines the 2nd component of the value
  31980. * @param z defines the 3rd component of the value
  31981. */
  31982. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31983. /**
  31984. * Set the value of an uniform to a boolean
  31985. * @param uniform defines the webGL uniform location where to store the value
  31986. * @param bool defines the boolean to store
  31987. */
  31988. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31989. /**
  31990. * Set the value of an uniform to a vec4
  31991. * @param uniform defines the webGL uniform location where to store the value
  31992. * @param x defines the 1st component of the value
  31993. * @param y defines the 2nd component of the value
  31994. * @param z defines the 3rd component of the value
  31995. * @param w defines the 4th component of the value
  31996. */
  31997. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31998. /**
  31999. * Sets a Color4 on a uniform variable
  32000. * @param uniform defines the uniform location
  32001. * @param color4 defines the value to be set
  32002. */
  32003. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  32004. /**
  32005. * Set various states to the webGL context
  32006. * @param culling defines backface culling state
  32007. * @param zOffset defines the value to apply to zOffset (0 by default)
  32008. * @param force defines if states must be applied even if cache is up to date
  32009. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32010. */
  32011. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32012. /**
  32013. * Set the z offset to apply to current rendering
  32014. * @param value defines the offset to apply
  32015. */
  32016. setZOffset(value: number): void;
  32017. /**
  32018. * Gets the current value of the zOffset
  32019. * @returns the current zOffset state
  32020. */
  32021. getZOffset(): number;
  32022. /**
  32023. * Enable or disable depth buffering
  32024. * @param enable defines the state to set
  32025. */
  32026. setDepthBuffer(enable: boolean): void;
  32027. /**
  32028. * Gets a boolean indicating if depth writing is enabled
  32029. * @returns the current depth writing state
  32030. */
  32031. getDepthWrite(): boolean;
  32032. /**
  32033. * Enable or disable depth writing
  32034. * @param enable defines the state to set
  32035. */
  32036. setDepthWrite(enable: boolean): void;
  32037. /**
  32038. * Enable or disable color writing
  32039. * @param enable defines the state to set
  32040. */
  32041. setColorWrite(enable: boolean): void;
  32042. /**
  32043. * Gets a boolean indicating if color writing is enabled
  32044. * @returns the current color writing state
  32045. */
  32046. getColorWrite(): boolean;
  32047. /**
  32048. * Sets alpha constants used by some alpha blending modes
  32049. * @param r defines the red component
  32050. * @param g defines the green component
  32051. * @param b defines the blue component
  32052. * @param a defines the alpha component
  32053. */
  32054. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32055. /**
  32056. * Sets the current alpha mode
  32057. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32058. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32059. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32060. */
  32061. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32062. /**
  32063. * Gets the current alpha mode
  32064. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32065. * @returns the current alpha mode
  32066. */
  32067. getAlphaMode(): number;
  32068. /**
  32069. * Clears the list of texture accessible through engine.
  32070. * This can help preventing texture load conflict due to name collision.
  32071. */
  32072. clearInternalTexturesCache(): void;
  32073. /**
  32074. * Force the entire cache to be cleared
  32075. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  32076. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  32077. */
  32078. wipeCaches(bruteForce?: boolean): void;
  32079. /**
  32080. * Set the compressed texture format to use, based on the formats you have, and the formats
  32081. * supported by the hardware / browser.
  32082. *
  32083. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32084. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32085. * to API arguments needed to compressed textures. This puts the burden on the container
  32086. * generator to house the arcane code for determining these for current & future formats.
  32087. *
  32088. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32089. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32090. *
  32091. * Note: The result of this call is not taken into account when a texture is base64.
  32092. *
  32093. * @param formatsAvailable defines the list of those format families you have created
  32094. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32095. *
  32096. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32097. * @returns The extension selected.
  32098. */
  32099. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32100. /** @hidden */
  32101. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  32102. min: number;
  32103. mag: number;
  32104. };
  32105. /** @hidden */
  32106. _createTexture(): WebGLTexture;
  32107. /**
  32108. * Usually called from Texture.ts.
  32109. * Passed information to create a WebGLTexture
  32110. * @param urlArg defines a value which contains one of the following:
  32111. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  32112. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32113. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32114. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32115. * @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)
  32116. * @param scene needed for loading to the correct scene
  32117. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32118. * @param onLoad optional callback to be called upon successful completion
  32119. * @param onError optional callback to be called upon failure
  32120. * @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
  32121. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32122. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32123. * @param forcedExtension defines the extension to use to pick the right loader
  32124. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32125. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32126. */
  32127. 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;
  32128. /**
  32129. * @hidden
  32130. * Rescales a texture
  32131. * @param source input texutre
  32132. * @param destination destination texture
  32133. * @param scene scene to use to render the resize
  32134. * @param internalFormat format to use when resizing
  32135. * @param onComplete callback to be called when resize has completed
  32136. */
  32137. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32138. private _unpackFlipYCached;
  32139. /**
  32140. * In case you are sharing the context with other applications, it might
  32141. * be interested to not cache the unpack flip y state to ensure a consistent
  32142. * value would be set.
  32143. */
  32144. enableUnpackFlipYCached: boolean;
  32145. /** @hidden */
  32146. _unpackFlipY(value: boolean): void;
  32147. /** @hidden */
  32148. _getUnpackAlignement(): number;
  32149. /**
  32150. * Creates a dynamic texture
  32151. * @param width defines the width of the texture
  32152. * @param height defines the height of the texture
  32153. * @param generateMipMaps defines if the engine should generate the mip levels
  32154. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32155. * @returns the dynamic texture inside an InternalTexture
  32156. */
  32157. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32158. /**
  32159. * Update the sampling mode of a given texture
  32160. * @param samplingMode defines the required sampling mode
  32161. * @param texture defines the texture to update
  32162. */
  32163. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32164. /**
  32165. * Update the content of a dynamic texture
  32166. * @param texture defines the texture to update
  32167. * @param canvas defines the canvas containing the source
  32168. * @param invertY defines if data must be stored with Y axis inverted
  32169. * @param premulAlpha defines if alpha is stored as premultiplied
  32170. * @param format defines the format of the data
  32171. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32172. */
  32173. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32174. /**
  32175. * Update a video texture
  32176. * @param texture defines the texture to update
  32177. * @param video defines the video element to use
  32178. * @param invertY defines if data must be stored with Y axis inverted
  32179. */
  32180. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32181. /**
  32182. * Updates a depth texture Comparison Mode and Function.
  32183. * If the comparison Function is equal to 0, the mode will be set to none.
  32184. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32185. * @param texture The texture to set the comparison function for
  32186. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32187. */
  32188. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32189. /** @hidden */
  32190. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32191. width: number;
  32192. height: number;
  32193. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32194. /**
  32195. * Creates a depth stencil texture.
  32196. * This is only available in WebGL 2 or with the depth texture extension available.
  32197. * @param size The size of face edge in the texture.
  32198. * @param options The options defining the texture.
  32199. * @returns The texture
  32200. */
  32201. createDepthStencilTexture(size: number | {
  32202. width: number;
  32203. height: number;
  32204. }, options: DepthTextureCreationOptions): InternalTexture;
  32205. /**
  32206. * Creates a depth stencil texture.
  32207. * This is only available in WebGL 2 or with the depth texture extension available.
  32208. * @param size The size of face edge in the texture.
  32209. * @param options The options defining the texture.
  32210. * @returns The texture
  32211. */
  32212. private _createDepthStencilTexture;
  32213. /**
  32214. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32215. * @param renderTarget The render target to set the frame buffer for
  32216. */
  32217. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32218. /**
  32219. * Creates a new render target texture
  32220. * @param size defines the size of the texture
  32221. * @param options defines the options used to create the texture
  32222. * @returns a new render target texture stored in an InternalTexture
  32223. */
  32224. createRenderTargetTexture(size: number | {
  32225. width: number;
  32226. height: number;
  32227. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32228. /** @hidden */
  32229. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32230. /**
  32231. * Updates the sample count of a render target texture
  32232. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32233. * @param texture defines the texture to update
  32234. * @param samples defines the sample count to set
  32235. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32236. */
  32237. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32238. /** @hidden */
  32239. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32240. /** @hidden */
  32241. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32242. /** @hidden */
  32243. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32244. /** @hidden */
  32245. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32246. /**
  32247. * @hidden
  32248. */
  32249. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32250. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<Scene>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  32251. private _prepareWebGLTexture;
  32252. /** @hidden */
  32253. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32254. /** @hidden */
  32255. _releaseFramebufferObjects(texture: InternalTexture): void;
  32256. /** @hidden */
  32257. _releaseTexture(texture: InternalTexture): void;
  32258. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  32259. protected _setProgram(program: WebGLProgram): void;
  32260. protected _boundUniforms: {
  32261. [key: number]: WebGLUniformLocation;
  32262. };
  32263. /**
  32264. * Binds an effect to the webGL context
  32265. * @param effect defines the effect to bind
  32266. */
  32267. bindSamplers(effect: Effect): void;
  32268. private _activateCurrentTexture;
  32269. /** @hidden */
  32270. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32271. /** @hidden */
  32272. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32273. /**
  32274. * Sets a texture to the webGL context from a postprocess
  32275. * @param channel defines the channel to use
  32276. * @param postProcess defines the source postprocess
  32277. */
  32278. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32279. /**
  32280. * Binds the output of the passed in post process to the texture channel specified
  32281. * @param channel The channel the texture should be bound to
  32282. * @param postProcess The post process which's output should be bound
  32283. */
  32284. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32285. /**
  32286. * Unbind all textures from the webGL context
  32287. */
  32288. unbindAllTextures(): void;
  32289. /**
  32290. * Sets a texture to the according uniform.
  32291. * @param channel The texture channel
  32292. * @param uniform The uniform to set
  32293. * @param texture The texture to apply
  32294. */
  32295. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32296. /**
  32297. * Sets a depth stencil texture from a render target to the according uniform.
  32298. * @param channel The texture channel
  32299. * @param uniform The uniform to set
  32300. * @param texture The render target texture containing the depth stencil texture to apply
  32301. */
  32302. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32303. private _bindSamplerUniformToChannel;
  32304. private _getTextureWrapMode;
  32305. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  32306. /**
  32307. * Sets an array of texture to the webGL context
  32308. * @param channel defines the channel where the texture array must be set
  32309. * @param uniform defines the associated uniform location
  32310. * @param textures defines the array of textures to bind
  32311. */
  32312. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32313. /** @hidden */
  32314. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32315. private _setTextureParameterFloat;
  32316. private _setTextureParameterInteger;
  32317. /**
  32318. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32319. * @param x defines the x coordinate of the rectangle where pixels must be read
  32320. * @param y defines the y coordinate of the rectangle where pixels must be read
  32321. * @param width defines the width of the rectangle where pixels must be read
  32322. * @param height defines the height of the rectangle where pixels must be read
  32323. * @returns a Uint8Array containing RGBA colors
  32324. */
  32325. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32326. /**
  32327. * Add an externaly attached data from its key.
  32328. * This method call will fail and return false, if such key already exists.
  32329. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32330. * @param key the unique key that identifies the data
  32331. * @param data the data object to associate to the key for this Engine instance
  32332. * @return true if no such key were already present and the data was added successfully, false otherwise
  32333. */
  32334. addExternalData<T>(key: string, data: T): boolean;
  32335. /**
  32336. * Get an externaly attached data from its key
  32337. * @param key the unique key that identifies the data
  32338. * @return the associated data, if present (can be null), or undefined if not present
  32339. */
  32340. getExternalData<T>(key: string): T;
  32341. /**
  32342. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32343. * @param key the unique key that identifies the data
  32344. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32345. * @return the associated data, can be null if the factory returned null.
  32346. */
  32347. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32348. /**
  32349. * Remove an externaly attached data from the Engine instance
  32350. * @param key the unique key that identifies the data
  32351. * @return true if the data was successfully removed, false if it doesn't exist
  32352. */
  32353. removeExternalData(key: string): boolean;
  32354. /**
  32355. * Unbind all vertex attributes from the webGL context
  32356. */
  32357. unbindAllAttributes(): void;
  32358. /**
  32359. * 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
  32360. */
  32361. releaseEffects(): void;
  32362. /**
  32363. * Dispose and release all associated resources
  32364. */
  32365. dispose(): void;
  32366. /**
  32367. * Display the loading screen
  32368. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32369. */
  32370. displayLoadingUI(): void;
  32371. /**
  32372. * Hide the loading screen
  32373. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32374. */
  32375. hideLoadingUI(): void;
  32376. /**
  32377. * Gets the current loading screen object
  32378. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32379. */
  32380. /**
  32381. * Sets the current loading screen object
  32382. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32383. */
  32384. loadingScreen: ILoadingScreen;
  32385. /**
  32386. * Sets the current loading screen text
  32387. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32388. */
  32389. loadingUIText: string;
  32390. /**
  32391. * Sets the current loading screen background color
  32392. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32393. */
  32394. loadingUIBackgroundColor: string;
  32395. /**
  32396. * Attach a new callback raised when context lost event is fired
  32397. * @param callback defines the callback to call
  32398. */
  32399. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32400. /**
  32401. * Attach a new callback raised when context restored event is fired
  32402. * @param callback defines the callback to call
  32403. */
  32404. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32405. /**
  32406. * Gets the source code of the vertex shader associated with a specific webGL program
  32407. * @param program defines the program to use
  32408. * @returns a string containing the source code of the vertex shader associated with the program
  32409. */
  32410. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32411. /**
  32412. * Gets the source code of the fragment shader associated with a specific webGL program
  32413. * @param program defines the program to use
  32414. * @returns a string containing the source code of the fragment shader associated with the program
  32415. */
  32416. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32417. /**
  32418. * Get the current error code of the webGL context
  32419. * @returns the error code
  32420. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32421. */
  32422. getError(): number;
  32423. /**
  32424. * Gets the current framerate
  32425. * @returns a number representing the framerate
  32426. */
  32427. getFps(): number;
  32428. /**
  32429. * Gets the time spent between current and previous frame
  32430. * @returns a number representing the delta time in ms
  32431. */
  32432. getDeltaTime(): number;
  32433. private _measureFps;
  32434. /** @hidden */
  32435. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32436. private _canRenderToFloatFramebuffer;
  32437. private _canRenderToHalfFloatFramebuffer;
  32438. private _canRenderToFramebuffer;
  32439. /** @hidden */
  32440. _getWebGLTextureType(type: number): number;
  32441. /** @hidden */
  32442. _getInternalFormat(format: number): number;
  32443. /** @hidden */
  32444. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32445. /** @hidden */
  32446. _getRGBAMultiSampleBufferFormat(type: number): number;
  32447. /** @hidden */
  32448. _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;
  32449. /** @hidden */
  32450. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32451. /**
  32452. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32453. * @returns true if the engine can be created
  32454. * @ignorenaming
  32455. */
  32456. static isSupported(): boolean;
  32457. /**
  32458. * Find the next highest power of two.
  32459. * @param x Number to start search from.
  32460. * @return Next highest power of two.
  32461. */
  32462. static CeilingPOT(x: number): number;
  32463. /**
  32464. * Find the next lowest power of two.
  32465. * @param x Number to start search from.
  32466. * @return Next lowest power of two.
  32467. */
  32468. static FloorPOT(x: number): number;
  32469. /**
  32470. * Find the nearest power of two.
  32471. * @param x Number to start search from.
  32472. * @return Next nearest power of two.
  32473. */
  32474. static NearestPOT(x: number): number;
  32475. /**
  32476. * Get the closest exponent of two
  32477. * @param value defines the value to approximate
  32478. * @param max defines the maximum value to return
  32479. * @param mode defines how to define the closest value
  32480. * @returns closest exponent of two of the given value
  32481. */
  32482. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32483. /**
  32484. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32485. * @param func - the function to be called
  32486. * @param requester - the object that will request the next frame. Falls back to window.
  32487. * @returns frame number
  32488. */
  32489. static QueueNewFrame(func: () => void, requester?: any): number;
  32490. /**
  32491. * Ask the browser to promote the current element to pointerlock mode
  32492. * @param element defines the DOM element to promote
  32493. */
  32494. static _RequestPointerlock(element: HTMLElement): void;
  32495. /**
  32496. * Asks the browser to exit pointerlock mode
  32497. */
  32498. static _ExitPointerlock(): void;
  32499. /**
  32500. * Ask the browser to promote the current element to fullscreen rendering mode
  32501. * @param element defines the DOM element to promote
  32502. */
  32503. static _RequestFullscreen(element: HTMLElement): void;
  32504. /**
  32505. * Asks the browser to exit fullscreen mode
  32506. */
  32507. static _ExitFullscreen(): void;
  32508. }
  32509. }
  32510. declare module "babylonjs/Engines/engineStore" {
  32511. import { Nullable } from "babylonjs/types";
  32512. import { Engine } from "babylonjs/Engines/engine";
  32513. import { Scene } from "babylonjs/scene";
  32514. /**
  32515. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32516. * during the life time of the application.
  32517. */
  32518. export class EngineStore {
  32519. /** Gets the list of created engines */
  32520. static Instances: import("babylonjs/Engines/engine").Engine[];
  32521. /** @hidden */
  32522. static _LastCreatedScene: Nullable<Scene>;
  32523. /**
  32524. * Gets the latest created engine
  32525. */
  32526. static readonly LastCreatedEngine: Nullable<Engine>;
  32527. /**
  32528. * Gets the latest created scene
  32529. */
  32530. static readonly LastCreatedScene: Nullable<Scene>;
  32531. /**
  32532. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32533. * @ignorenaming
  32534. */
  32535. static UseFallbackTexture: boolean;
  32536. /**
  32537. * Texture content used if a texture cannot loaded
  32538. * @ignorenaming
  32539. */
  32540. static FallbackTexture: string;
  32541. }
  32542. }
  32543. declare module "babylonjs/Misc/promise" {
  32544. /**
  32545. * Helper class that provides a small promise polyfill
  32546. */
  32547. export class PromisePolyfill {
  32548. /**
  32549. * Static function used to check if the polyfill is required
  32550. * If this is the case then the function will inject the polyfill to window.Promise
  32551. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32552. */
  32553. static Apply(force?: boolean): void;
  32554. }
  32555. }
  32556. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32557. /**
  32558. * Interface for screenshot methods with describe argument called `size` as object with options
  32559. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32560. */
  32561. export interface IScreenshotSize {
  32562. /**
  32563. * number in pixels for canvas height
  32564. */
  32565. height?: number;
  32566. /**
  32567. * multiplier allowing render at a higher or lower resolution
  32568. * If value is defined then height and width will be ignored and taken from camera
  32569. */
  32570. precision?: number;
  32571. /**
  32572. * number in pixels for canvas width
  32573. */
  32574. width?: number;
  32575. }
  32576. }
  32577. declare module "babylonjs/Misc/tools" {
  32578. import { Nullable, float } from "babylonjs/types";
  32579. import { DomManagement } from "babylonjs/Misc/domManagement";
  32580. import { WebRequest } from "babylonjs/Misc/webRequest";
  32581. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32582. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32583. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32584. import { Camera } from "babylonjs/Cameras/camera";
  32585. import { Engine } from "babylonjs/Engines/engine";
  32586. interface IColor4Like {
  32587. r: float;
  32588. g: float;
  32589. b: float;
  32590. a: float;
  32591. }
  32592. /**
  32593. * Class containing a set of static utilities functions
  32594. */
  32595. export class Tools {
  32596. /**
  32597. * Gets or sets the base URL to use to load assets
  32598. */
  32599. static BaseUrl: string;
  32600. /**
  32601. * Enable/Disable Custom HTTP Request Headers globally.
  32602. * default = false
  32603. * @see CustomRequestHeaders
  32604. */
  32605. static UseCustomRequestHeaders: boolean;
  32606. /**
  32607. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32608. * i.e. when loading files, where the server/service expects an Authorization header
  32609. */
  32610. static CustomRequestHeaders: {
  32611. [key: string]: string;
  32612. };
  32613. /**
  32614. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32615. */
  32616. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32617. /**
  32618. * Default behaviour for cors in the application.
  32619. * It can be a string if the expected behavior is identical in the entire app.
  32620. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32621. */
  32622. static CorsBehavior: string | ((url: string | string[]) => string);
  32623. /**
  32624. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32625. * @ignorenaming
  32626. */
  32627. static UseFallbackTexture: boolean;
  32628. /**
  32629. * Use this object to register external classes like custom textures or material
  32630. * to allow the laoders to instantiate them
  32631. */
  32632. static RegisteredExternalClasses: {
  32633. [key: string]: Object;
  32634. };
  32635. /**
  32636. * Texture content used if a texture cannot loaded
  32637. * @ignorenaming
  32638. */
  32639. static fallbackTexture: string;
  32640. /**
  32641. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32642. * @param u defines the coordinate on X axis
  32643. * @param v defines the coordinate on Y axis
  32644. * @param width defines the width of the source data
  32645. * @param height defines the height of the source data
  32646. * @param pixels defines the source byte array
  32647. * @param color defines the output color
  32648. */
  32649. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32650. /**
  32651. * Interpolates between a and b via alpha
  32652. * @param a The lower value (returned when alpha = 0)
  32653. * @param b The upper value (returned when alpha = 1)
  32654. * @param alpha The interpolation-factor
  32655. * @return The mixed value
  32656. */
  32657. static Mix(a: number, b: number, alpha: number): number;
  32658. /**
  32659. * Tries to instantiate a new object from a given class name
  32660. * @param className defines the class name to instantiate
  32661. * @returns the new object or null if the system was not able to do the instantiation
  32662. */
  32663. static Instantiate(className: string): any;
  32664. /**
  32665. * Provides a slice function that will work even on IE
  32666. * @param data defines the array to slice
  32667. * @param start defines the start of the data (optional)
  32668. * @param end defines the end of the data (optional)
  32669. * @returns the new sliced array
  32670. */
  32671. static Slice<T>(data: T, start?: number, end?: number): T;
  32672. /**
  32673. * Polyfill for setImmediate
  32674. * @param action defines the action to execute after the current execution block
  32675. */
  32676. static SetImmediate(action: () => void): void;
  32677. /**
  32678. * Function indicating if a number is an exponent of 2
  32679. * @param value defines the value to test
  32680. * @returns true if the value is an exponent of 2
  32681. */
  32682. static IsExponentOfTwo(value: number): boolean;
  32683. private static _tmpFloatArray;
  32684. /**
  32685. * Returns the nearest 32-bit single precision float representation of a Number
  32686. * @param value A Number. If the parameter is of a different type, it will get converted
  32687. * to a number or to NaN if it cannot be converted
  32688. * @returns number
  32689. */
  32690. static FloatRound(value: number): number;
  32691. /**
  32692. * Extracts the filename from a path
  32693. * @param path defines the path to use
  32694. * @returns the filename
  32695. */
  32696. static GetFilename(path: string): string;
  32697. /**
  32698. * Extracts the "folder" part of a path (everything before the filename).
  32699. * @param uri The URI to extract the info from
  32700. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32701. * @returns The "folder" part of the path
  32702. */
  32703. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32704. /**
  32705. * Extracts text content from a DOM element hierarchy
  32706. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32707. */
  32708. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32709. /**
  32710. * Convert an angle in radians to degrees
  32711. * @param angle defines the angle to convert
  32712. * @returns the angle in degrees
  32713. */
  32714. static ToDegrees(angle: number): number;
  32715. /**
  32716. * Convert an angle in degrees to radians
  32717. * @param angle defines the angle to convert
  32718. * @returns the angle in radians
  32719. */
  32720. static ToRadians(angle: number): number;
  32721. /**
  32722. * Encode a buffer to a base64 string
  32723. * @param buffer defines the buffer to encode
  32724. * @returns the encoded string
  32725. */
  32726. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32727. /**
  32728. * Returns an array if obj is not an array
  32729. * @param obj defines the object to evaluate as an array
  32730. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32731. * @returns either obj directly if obj is an array or a new array containing obj
  32732. */
  32733. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32734. /**
  32735. * Gets the pointer prefix to use
  32736. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32737. */
  32738. static GetPointerPrefix(): string;
  32739. /**
  32740. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32741. * @param url define the url we are trying
  32742. * @param element define the dom element where to configure the cors policy
  32743. */
  32744. static SetCorsBehavior(url: string | string[], element: {
  32745. crossOrigin: string | null;
  32746. }): void;
  32747. /**
  32748. * Removes unwanted characters from an url
  32749. * @param url defines the url to clean
  32750. * @returns the cleaned url
  32751. */
  32752. static CleanUrl(url: string): string;
  32753. /**
  32754. * Gets or sets a function used to pre-process url before using them to load assets
  32755. */
  32756. static PreprocessUrl: (url: string) => string;
  32757. /**
  32758. * Loads an image as an HTMLImageElement.
  32759. * @param input url string, ArrayBuffer, or Blob to load
  32760. * @param onLoad callback called when the image successfully loads
  32761. * @param onError callback called when the image fails to load
  32762. * @param offlineProvider offline provider for caching
  32763. * @returns the HTMLImageElement of the loaded image
  32764. */
  32765. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32766. /**
  32767. * Loads a file
  32768. * @param url url string, ArrayBuffer, or Blob to load
  32769. * @param onSuccess callback called when the file successfully loads
  32770. * @param onProgress callback called while file is loading (if the server supports this mode)
  32771. * @param offlineProvider defines the offline provider for caching
  32772. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32773. * @param onError callback called when the file fails to load
  32774. * @returns a file request object
  32775. */
  32776. 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;
  32777. /**
  32778. * Loads a file from a url
  32779. * @param url the file url to load
  32780. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32781. */
  32782. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32783. /**
  32784. * Load a script (identified by an url). When the url returns, the
  32785. * content of this file is added into a new script element, attached to the DOM (body element)
  32786. * @param scriptUrl defines the url of the script to laod
  32787. * @param onSuccess defines the callback called when the script is loaded
  32788. * @param onError defines the callback to call if an error occurs
  32789. * @param scriptId defines the id of the script element
  32790. */
  32791. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32792. /**
  32793. * Load an asynchronous script (identified by an url). When the url returns, the
  32794. * content of this file is added into a new script element, attached to the DOM (body element)
  32795. * @param scriptUrl defines the url of the script to laod
  32796. * @param scriptId defines the id of the script element
  32797. * @returns a promise request object
  32798. */
  32799. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32800. /**
  32801. * Loads a file from a blob
  32802. * @param fileToLoad defines the blob to use
  32803. * @param callback defines the callback to call when data is loaded
  32804. * @param progressCallback defines the callback to call during loading process
  32805. * @returns a file request object
  32806. */
  32807. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32808. /**
  32809. * Loads a file
  32810. * @param fileToLoad defines the file to load
  32811. * @param callback defines the callback to call when data is loaded
  32812. * @param progressCallBack defines the callback to call during loading process
  32813. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32814. * @returns a file request object
  32815. */
  32816. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32817. /**
  32818. * Creates a data url from a given string content
  32819. * @param content defines the content to convert
  32820. * @returns the new data url link
  32821. */
  32822. static FileAsURL(content: string): string;
  32823. /**
  32824. * Format the given number to a specific decimal format
  32825. * @param value defines the number to format
  32826. * @param decimals defines the number of decimals to use
  32827. * @returns the formatted string
  32828. */
  32829. static Format(value: number, decimals?: number): string;
  32830. /**
  32831. * Tries to copy an object by duplicating every property
  32832. * @param source defines the source object
  32833. * @param destination defines the target object
  32834. * @param doNotCopyList defines a list of properties to avoid
  32835. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32836. */
  32837. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32838. /**
  32839. * Gets a boolean indicating if the given object has no own property
  32840. * @param obj defines the object to test
  32841. * @returns true if object has no own property
  32842. */
  32843. static IsEmpty(obj: any): boolean;
  32844. /**
  32845. * Function used to register events at window level
  32846. * @param windowElement defines the Window object to use
  32847. * @param events defines the events to register
  32848. */
  32849. static RegisterTopRootEvents(windowElement: Window, events: {
  32850. name: string;
  32851. handler: Nullable<(e: FocusEvent) => any>;
  32852. }[]): void;
  32853. /**
  32854. * Function used to unregister events from window level
  32855. * @param windowElement defines the Window object to use
  32856. * @param events defines the events to unregister
  32857. */
  32858. static UnregisterTopRootEvents(windowElement: Window, events: {
  32859. name: string;
  32860. handler: Nullable<(e: FocusEvent) => any>;
  32861. }[]): void;
  32862. /**
  32863. * @ignore
  32864. */
  32865. static _ScreenshotCanvas: HTMLCanvasElement;
  32866. /**
  32867. * Dumps the current bound framebuffer
  32868. * @param width defines the rendering width
  32869. * @param height defines the rendering height
  32870. * @param engine defines the hosting engine
  32871. * @param successCallback defines the callback triggered once the data are available
  32872. * @param mimeType defines the mime type of the result
  32873. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32874. */
  32875. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32876. /**
  32877. * Converts the canvas data to blob.
  32878. * This acts as a polyfill for browsers not supporting the to blob function.
  32879. * @param canvas Defines the canvas to extract the data from
  32880. * @param successCallback Defines the callback triggered once the data are available
  32881. * @param mimeType Defines the mime type of the result
  32882. */
  32883. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32884. /**
  32885. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32886. * @param successCallback defines the callback triggered once the data are available
  32887. * @param mimeType defines the mime type of the result
  32888. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32889. */
  32890. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32891. /**
  32892. * Downloads a blob in the browser
  32893. * @param blob defines the blob to download
  32894. * @param fileName defines the name of the downloaded file
  32895. */
  32896. static Download(blob: Blob, fileName: string): void;
  32897. /**
  32898. * Captures a screenshot of the current rendering
  32899. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32900. * @param engine defines the rendering engine
  32901. * @param camera defines the source camera
  32902. * @param size This parameter can be set to a single number or to an object with the
  32903. * following (optional) properties: precision, width, height. If a single number is passed,
  32904. * it will be used for both width and height. If an object is passed, the screenshot size
  32905. * will be derived from the parameters. The precision property is a multiplier allowing
  32906. * rendering at a higher or lower resolution
  32907. * @param successCallback defines the callback receives a single parameter which contains the
  32908. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32909. * src parameter of an <img> to display it
  32910. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32911. * Check your browser for supported MIME types
  32912. */
  32913. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  32914. /**
  32915. * Captures a screenshot of the current rendering
  32916. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32917. * @param engine defines the rendering engine
  32918. * @param camera defines the source camera
  32919. * @param size This parameter can be set to a single number or to an object with the
  32920. * following (optional) properties: precision, width, height. If a single number is passed,
  32921. * it will be used for both width and height. If an object is passed, the screenshot size
  32922. * will be derived from the parameters. The precision property is a multiplier allowing
  32923. * rendering at a higher or lower resolution
  32924. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32925. * Check your browser for supported MIME types
  32926. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32927. * to the src parameter of an <img> to display it
  32928. */
  32929. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  32930. /**
  32931. * Generates an image screenshot from the specified camera.
  32932. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32933. * @param engine The engine to use for rendering
  32934. * @param camera The camera to use for rendering
  32935. * @param size This parameter can be set to a single number or to an object with the
  32936. * following (optional) properties: precision, width, height. If a single number is passed,
  32937. * it will be used for both width and height. If an object is passed, the screenshot size
  32938. * will be derived from the parameters. The precision property is a multiplier allowing
  32939. * rendering at a higher or lower resolution
  32940. * @param successCallback The callback receives a single parameter which contains the
  32941. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32942. * src parameter of an <img> to display it
  32943. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32944. * Check your browser for supported MIME types
  32945. * @param samples Texture samples (default: 1)
  32946. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32947. * @param fileName A name for for the downloaded file.
  32948. */
  32949. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32950. /**
  32951. * Generates an image screenshot from the specified camera.
  32952. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32953. * @param engine The engine to use for rendering
  32954. * @param camera The camera to use for rendering
  32955. * @param size This parameter can be set to a single number or to an object with the
  32956. * following (optional) properties: precision, width, height. If a single number is passed,
  32957. * it will be used for both width and height. If an object is passed, the screenshot size
  32958. * will be derived from the parameters. The precision property is a multiplier allowing
  32959. * rendering at a higher or lower resolution
  32960. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32961. * Check your browser for supported MIME types
  32962. * @param samples Texture samples (default: 1)
  32963. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32964. * @param fileName A name for for the downloaded file.
  32965. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32966. * to the src parameter of an <img> to display it
  32967. */
  32968. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32969. /**
  32970. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32971. * Be aware Math.random() could cause collisions, but:
  32972. * "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"
  32973. * @returns a pseudo random id
  32974. */
  32975. static RandomId(): string;
  32976. /**
  32977. * Test if the given uri is a base64 string
  32978. * @param uri The uri to test
  32979. * @return True if the uri is a base64 string or false otherwise
  32980. */
  32981. static IsBase64(uri: string): boolean;
  32982. /**
  32983. * Decode the given base64 uri.
  32984. * @param uri The uri to decode
  32985. * @return The decoded base64 data.
  32986. */
  32987. static DecodeBase64(uri: string): ArrayBuffer;
  32988. /**
  32989. * Gets the absolute url.
  32990. * @param url the input url
  32991. * @return the absolute url
  32992. */
  32993. static GetAbsoluteUrl(url: string): string;
  32994. /**
  32995. * No log
  32996. */
  32997. static readonly NoneLogLevel: number;
  32998. /**
  32999. * Only message logs
  33000. */
  33001. static readonly MessageLogLevel: number;
  33002. /**
  33003. * Only warning logs
  33004. */
  33005. static readonly WarningLogLevel: number;
  33006. /**
  33007. * Only error logs
  33008. */
  33009. static readonly ErrorLogLevel: number;
  33010. /**
  33011. * All logs
  33012. */
  33013. static readonly AllLogLevel: number;
  33014. /**
  33015. * Gets a value indicating the number of loading errors
  33016. * @ignorenaming
  33017. */
  33018. static readonly errorsCount: number;
  33019. /**
  33020. * Callback called when a new log is added
  33021. */
  33022. static OnNewCacheEntry: (entry: string) => void;
  33023. /**
  33024. * Log a message to the console
  33025. * @param message defines the message to log
  33026. */
  33027. static Log(message: string): void;
  33028. /**
  33029. * Write a warning message to the console
  33030. * @param message defines the message to log
  33031. */
  33032. static Warn(message: string): void;
  33033. /**
  33034. * Write an error message to the console
  33035. * @param message defines the message to log
  33036. */
  33037. static Error(message: string): void;
  33038. /**
  33039. * Gets current log cache (list of logs)
  33040. */
  33041. static readonly LogCache: string;
  33042. /**
  33043. * Clears the log cache
  33044. */
  33045. static ClearLogCache(): void;
  33046. /**
  33047. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33048. */
  33049. static LogLevels: number;
  33050. /**
  33051. * Checks if the window object exists
  33052. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33053. */
  33054. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33055. /**
  33056. * No performance log
  33057. */
  33058. static readonly PerformanceNoneLogLevel: number;
  33059. /**
  33060. * Use user marks to log performance
  33061. */
  33062. static readonly PerformanceUserMarkLogLevel: number;
  33063. /**
  33064. * Log performance to the console
  33065. */
  33066. static readonly PerformanceConsoleLogLevel: number;
  33067. private static _performance;
  33068. /**
  33069. * Sets the current performance log level
  33070. */
  33071. static PerformanceLogLevel: number;
  33072. private static _StartPerformanceCounterDisabled;
  33073. private static _EndPerformanceCounterDisabled;
  33074. private static _StartUserMark;
  33075. private static _EndUserMark;
  33076. private static _StartPerformanceConsole;
  33077. private static _EndPerformanceConsole;
  33078. /**
  33079. * Starts a performance counter
  33080. */
  33081. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33082. /**
  33083. * Ends a specific performance coutner
  33084. */
  33085. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33086. /**
  33087. * Gets either window.performance.now() if supported or Date.now() else
  33088. */
  33089. static readonly Now: number;
  33090. /**
  33091. * This method will return the name of the class used to create the instance of the given object.
  33092. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33093. * @param object the object to get the class name from
  33094. * @param isType defines if the object is actually a type
  33095. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33096. */
  33097. static GetClassName(object: any, isType?: boolean): string;
  33098. /**
  33099. * Gets the first element of an array satisfying a given predicate
  33100. * @param array defines the array to browse
  33101. * @param predicate defines the predicate to use
  33102. * @returns null if not found or the element
  33103. */
  33104. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33105. /**
  33106. * This method will return the name of the full name of the class, including its owning module (if any).
  33107. * 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).
  33108. * @param object the object to get the class name from
  33109. * @param isType defines if the object is actually a type
  33110. * @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.
  33111. * @ignorenaming
  33112. */
  33113. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33114. /**
  33115. * Returns a promise that resolves after the given amount of time.
  33116. * @param delay Number of milliseconds to delay
  33117. * @returns Promise that resolves after the given amount of time
  33118. */
  33119. static DelayAsync(delay: number): Promise<void>;
  33120. }
  33121. /**
  33122. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33123. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33124. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33125. * @param name The name of the class, case should be preserved
  33126. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33127. */
  33128. export function className(name: string, module?: string): (target: Object) => void;
  33129. /**
  33130. * An implementation of a loop for asynchronous functions.
  33131. */
  33132. export class AsyncLoop {
  33133. /**
  33134. * Defines the number of iterations for the loop
  33135. */
  33136. iterations: number;
  33137. /**
  33138. * Defines the current index of the loop.
  33139. */
  33140. index: number;
  33141. private _done;
  33142. private _fn;
  33143. private _successCallback;
  33144. /**
  33145. * Constructor.
  33146. * @param iterations the number of iterations.
  33147. * @param func the function to run each iteration
  33148. * @param successCallback the callback that will be called upon succesful execution
  33149. * @param offset starting offset.
  33150. */
  33151. constructor(
  33152. /**
  33153. * Defines the number of iterations for the loop
  33154. */
  33155. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33156. /**
  33157. * Execute the next iteration. Must be called after the last iteration was finished.
  33158. */
  33159. executeNext(): void;
  33160. /**
  33161. * Break the loop and run the success callback.
  33162. */
  33163. breakLoop(): void;
  33164. /**
  33165. * Create and run an async loop.
  33166. * @param iterations the number of iterations.
  33167. * @param fn the function to run each iteration
  33168. * @param successCallback the callback that will be called upon succesful execution
  33169. * @param offset starting offset.
  33170. * @returns the created async loop object
  33171. */
  33172. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33173. /**
  33174. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33175. * @param iterations total number of iterations
  33176. * @param syncedIterations number of synchronous iterations in each async iteration.
  33177. * @param fn the function to call each iteration.
  33178. * @param callback a success call back that will be called when iterating stops.
  33179. * @param breakFunction a break condition (optional)
  33180. * @param timeout timeout settings for the setTimeout function. default - 0.
  33181. * @returns the created async loop object
  33182. */
  33183. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33184. }
  33185. }
  33186. declare module "babylonjs/Collisions/collisionCoordinator" {
  33187. import { Nullable } from "babylonjs/types";
  33188. import { Scene } from "babylonjs/scene";
  33189. import { Vector3 } from "babylonjs/Maths/math.vector";
  33190. import { Collider } from "babylonjs/Collisions/collider";
  33191. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33192. /** @hidden */
  33193. export interface ICollisionCoordinator {
  33194. createCollider(): Collider;
  33195. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33196. init(scene: Scene): void;
  33197. }
  33198. /** @hidden */
  33199. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33200. private _scene;
  33201. private _scaledPosition;
  33202. private _scaledVelocity;
  33203. private _finalPosition;
  33204. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33205. createCollider(): Collider;
  33206. init(scene: Scene): void;
  33207. private _collideWithWorld;
  33208. }
  33209. }
  33210. declare module "babylonjs/Inputs/scene.inputManager" {
  33211. import { Nullable } from "babylonjs/types";
  33212. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33213. import { Vector2 } from "babylonjs/Maths/math.vector";
  33214. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33215. import { Scene } from "babylonjs/scene";
  33216. /**
  33217. * Class used to manage all inputs for the scene.
  33218. */
  33219. export class InputManager {
  33220. /** The distance in pixel that you have to move to prevent some events */
  33221. static DragMovementThreshold: number;
  33222. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33223. static LongPressDelay: number;
  33224. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33225. static DoubleClickDelay: number;
  33226. /** If you need to check double click without raising a single click at first click, enable this flag */
  33227. static ExclusiveDoubleClickMode: boolean;
  33228. private _wheelEventName;
  33229. private _onPointerMove;
  33230. private _onPointerDown;
  33231. private _onPointerUp;
  33232. private _initClickEvent;
  33233. private _initActionManager;
  33234. private _delayedSimpleClick;
  33235. private _delayedSimpleClickTimeout;
  33236. private _previousDelayedSimpleClickTimeout;
  33237. private _meshPickProceed;
  33238. private _previousButtonPressed;
  33239. private _currentPickResult;
  33240. private _previousPickResult;
  33241. private _totalPointersPressed;
  33242. private _doubleClickOccured;
  33243. private _pointerOverMesh;
  33244. private _pickedDownMesh;
  33245. private _pickedUpMesh;
  33246. private _pointerX;
  33247. private _pointerY;
  33248. private _unTranslatedPointerX;
  33249. private _unTranslatedPointerY;
  33250. private _startingPointerPosition;
  33251. private _previousStartingPointerPosition;
  33252. private _startingPointerTime;
  33253. private _previousStartingPointerTime;
  33254. private _pointerCaptures;
  33255. private _onKeyDown;
  33256. private _onKeyUp;
  33257. private _onCanvasFocusObserver;
  33258. private _onCanvasBlurObserver;
  33259. private _scene;
  33260. /**
  33261. * Creates a new InputManager
  33262. * @param scene defines the hosting scene
  33263. */
  33264. constructor(scene: Scene);
  33265. /**
  33266. * Gets the mesh that is currently under the pointer
  33267. */
  33268. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33269. /**
  33270. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33271. */
  33272. readonly unTranslatedPointer: Vector2;
  33273. /**
  33274. * Gets or sets the current on-screen X position of the pointer
  33275. */
  33276. pointerX: number;
  33277. /**
  33278. * Gets or sets the current on-screen Y position of the pointer
  33279. */
  33280. pointerY: number;
  33281. private _updatePointerPosition;
  33282. private _processPointerMove;
  33283. private _setRayOnPointerInfo;
  33284. private _checkPrePointerObservable;
  33285. /**
  33286. * Use this method to simulate a pointer move on a mesh
  33287. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33288. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33289. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33290. */
  33291. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33292. /**
  33293. * Use this method to simulate a pointer down on a mesh
  33294. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33295. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33296. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33297. */
  33298. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33299. private _processPointerDown;
  33300. /** @hidden */
  33301. _isPointerSwiping(): boolean;
  33302. /**
  33303. * Use this method to simulate a pointer up on a mesh
  33304. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33305. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33306. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33307. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33308. */
  33309. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33310. private _processPointerUp;
  33311. /**
  33312. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33313. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33314. * @returns true if the pointer was captured
  33315. */
  33316. isPointerCaptured(pointerId?: number): boolean;
  33317. /**
  33318. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33319. * @param attachUp defines if you want to attach events to pointerup
  33320. * @param attachDown defines if you want to attach events to pointerdown
  33321. * @param attachMove defines if you want to attach events to pointermove
  33322. */
  33323. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33324. /**
  33325. * Detaches all event handlers
  33326. */
  33327. detachControl(): void;
  33328. /**
  33329. * Force the value of meshUnderPointer
  33330. * @param mesh defines the mesh to use
  33331. */
  33332. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33333. /**
  33334. * Gets the mesh under the pointer
  33335. * @returns a Mesh or null if no mesh is under the pointer
  33336. */
  33337. getPointerOverMesh(): Nullable<AbstractMesh>;
  33338. }
  33339. }
  33340. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33341. /**
  33342. * Helper class used to generate session unique ID
  33343. */
  33344. export class UniqueIdGenerator {
  33345. private static _UniqueIdCounter;
  33346. /**
  33347. * Gets an unique (relatively to the current scene) Id
  33348. */
  33349. static readonly UniqueId: number;
  33350. }
  33351. }
  33352. declare module "babylonjs/Animations/animationGroup" {
  33353. import { Animatable } from "babylonjs/Animations/animatable";
  33354. import { Animation } from "babylonjs/Animations/animation";
  33355. import { Scene, IDisposable } from "babylonjs/scene";
  33356. import { Observable } from "babylonjs/Misc/observable";
  33357. import { Nullable } from "babylonjs/types";
  33358. import "babylonjs/Animations/animatable";
  33359. /**
  33360. * This class defines the direct association between an animation and a target
  33361. */
  33362. export class TargetedAnimation {
  33363. /**
  33364. * Animation to perform
  33365. */
  33366. animation: Animation;
  33367. /**
  33368. * Target to animate
  33369. */
  33370. target: any;
  33371. /**
  33372. * Serialize the object
  33373. * @returns the JSON object representing the current entity
  33374. */
  33375. serialize(): any;
  33376. }
  33377. /**
  33378. * Use this class to create coordinated animations on multiple targets
  33379. */
  33380. export class AnimationGroup implements IDisposable {
  33381. /** The name of the animation group */
  33382. name: string;
  33383. private _scene;
  33384. private _targetedAnimations;
  33385. private _animatables;
  33386. private _from;
  33387. private _to;
  33388. private _isStarted;
  33389. private _isPaused;
  33390. private _speedRatio;
  33391. private _loopAnimation;
  33392. /**
  33393. * Gets or sets the unique id of the node
  33394. */
  33395. uniqueId: number;
  33396. /**
  33397. * This observable will notify when one animation have ended
  33398. */
  33399. onAnimationEndObservable: Observable<TargetedAnimation>;
  33400. /**
  33401. * Observer raised when one animation loops
  33402. */
  33403. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33404. /**
  33405. * This observable will notify when all animations have ended.
  33406. */
  33407. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33408. /**
  33409. * This observable will notify when all animations have paused.
  33410. */
  33411. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33412. /**
  33413. * This observable will notify when all animations are playing.
  33414. */
  33415. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33416. /**
  33417. * Gets the first frame
  33418. */
  33419. readonly from: number;
  33420. /**
  33421. * Gets the last frame
  33422. */
  33423. readonly to: number;
  33424. /**
  33425. * Define if the animations are started
  33426. */
  33427. readonly isStarted: boolean;
  33428. /**
  33429. * Gets a value indicating that the current group is playing
  33430. */
  33431. readonly isPlaying: boolean;
  33432. /**
  33433. * Gets or sets the speed ratio to use for all animations
  33434. */
  33435. /**
  33436. * Gets or sets the speed ratio to use for all animations
  33437. */
  33438. speedRatio: number;
  33439. /**
  33440. * Gets or sets if all animations should loop or not
  33441. */
  33442. loopAnimation: boolean;
  33443. /**
  33444. * Gets the targeted animations for this animation group
  33445. */
  33446. readonly targetedAnimations: Array<TargetedAnimation>;
  33447. /**
  33448. * returning the list of animatables controlled by this animation group.
  33449. */
  33450. readonly animatables: Array<Animatable>;
  33451. /**
  33452. * Instantiates a new Animation Group.
  33453. * This helps managing several animations at once.
  33454. * @see http://doc.babylonjs.com/how_to/group
  33455. * @param name Defines the name of the group
  33456. * @param scene Defines the scene the group belongs to
  33457. */
  33458. constructor(
  33459. /** The name of the animation group */
  33460. name: string, scene?: Nullable<Scene>);
  33461. /**
  33462. * Add an animation (with its target) in the group
  33463. * @param animation defines the animation we want to add
  33464. * @param target defines the target of the animation
  33465. * @returns the TargetedAnimation object
  33466. */
  33467. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33468. /**
  33469. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33470. * It can add constant keys at begin or end
  33471. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33472. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33473. * @returns the animation group
  33474. */
  33475. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33476. /**
  33477. * Start all animations on given targets
  33478. * @param loop defines if animations must loop
  33479. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33480. * @param from defines the from key (optional)
  33481. * @param to defines the to key (optional)
  33482. * @returns the current animation group
  33483. */
  33484. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33485. /**
  33486. * Pause all animations
  33487. * @returns the animation group
  33488. */
  33489. pause(): AnimationGroup;
  33490. /**
  33491. * Play all animations to initial state
  33492. * This function will start() the animations if they were not started or will restart() them if they were paused
  33493. * @param loop defines if animations must loop
  33494. * @returns the animation group
  33495. */
  33496. play(loop?: boolean): AnimationGroup;
  33497. /**
  33498. * Reset all animations to initial state
  33499. * @returns the animation group
  33500. */
  33501. reset(): AnimationGroup;
  33502. /**
  33503. * Restart animations from key 0
  33504. * @returns the animation group
  33505. */
  33506. restart(): AnimationGroup;
  33507. /**
  33508. * Stop all animations
  33509. * @returns the animation group
  33510. */
  33511. stop(): AnimationGroup;
  33512. /**
  33513. * Set animation weight for all animatables
  33514. * @param weight defines the weight to use
  33515. * @return the animationGroup
  33516. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33517. */
  33518. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33519. /**
  33520. * Synchronize and normalize all animatables with a source animatable
  33521. * @param root defines the root animatable to synchronize with
  33522. * @return the animationGroup
  33523. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33524. */
  33525. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33526. /**
  33527. * Goes to a specific frame in this animation group
  33528. * @param frame the frame number to go to
  33529. * @return the animationGroup
  33530. */
  33531. goToFrame(frame: number): AnimationGroup;
  33532. /**
  33533. * Dispose all associated resources
  33534. */
  33535. dispose(): void;
  33536. private _checkAnimationGroupEnded;
  33537. /**
  33538. * Clone the current animation group and returns a copy
  33539. * @param newName defines the name of the new group
  33540. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33541. * @returns the new aniamtion group
  33542. */
  33543. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33544. /**
  33545. * Serializes the animationGroup to an object
  33546. * @returns Serialized object
  33547. */
  33548. serialize(): any;
  33549. /**
  33550. * Returns a new AnimationGroup object parsed from the source provided.
  33551. * @param parsedAnimationGroup defines the source
  33552. * @param scene defines the scene that will receive the animationGroup
  33553. * @returns a new AnimationGroup
  33554. */
  33555. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33556. /**
  33557. * Returns the string "AnimationGroup"
  33558. * @returns "AnimationGroup"
  33559. */
  33560. getClassName(): string;
  33561. /**
  33562. * Creates a detailled string about the object
  33563. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33564. * @returns a string representing the object
  33565. */
  33566. toString(fullDetails?: boolean): string;
  33567. }
  33568. }
  33569. declare module "babylonjs/scene" {
  33570. import { Nullable } from "babylonjs/types";
  33571. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33572. import { Observable } from "babylonjs/Misc/observable";
  33573. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33574. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33575. import { Geometry } from "babylonjs/Meshes/geometry";
  33576. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33577. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33578. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33579. import { Mesh } from "babylonjs/Meshes/mesh";
  33580. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33581. import { Bone } from "babylonjs/Bones/bone";
  33582. import { Skeleton } from "babylonjs/Bones/skeleton";
  33583. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33584. import { Camera } from "babylonjs/Cameras/camera";
  33585. import { AbstractScene } from "babylonjs/abstractScene";
  33586. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33587. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33588. import { Material } from "babylonjs/Materials/material";
  33589. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33590. import { Effect } from "babylonjs/Materials/effect";
  33591. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33592. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33593. import { Light } from "babylonjs/Lights/light";
  33594. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33595. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33596. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33597. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33598. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33599. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33600. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33601. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33602. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33603. import { Engine } from "babylonjs/Engines/engine";
  33604. import { Node } from "babylonjs/node";
  33605. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33606. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33607. import { WebRequest } from "babylonjs/Misc/webRequest";
  33608. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33609. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33610. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33611. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33612. import { Plane } from "babylonjs/Maths/math.plane";
  33613. import { Ray } from "babylonjs/Culling/ray";
  33614. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33615. import { Animation } from "babylonjs/Animations/animation";
  33616. import { Animatable } from "babylonjs/Animations/animatable";
  33617. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33618. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33619. import { Collider } from "babylonjs/Collisions/collider";
  33620. /**
  33621. * Define an interface for all classes that will hold resources
  33622. */
  33623. export interface IDisposable {
  33624. /**
  33625. * Releases all held resources
  33626. */
  33627. dispose(): void;
  33628. }
  33629. /** Interface defining initialization parameters for Scene class */
  33630. export interface SceneOptions {
  33631. /**
  33632. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33633. * It will improve performance when the number of geometries becomes important.
  33634. */
  33635. useGeometryUniqueIdsMap?: boolean;
  33636. /**
  33637. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33638. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33639. */
  33640. useMaterialMeshMap?: boolean;
  33641. /**
  33642. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33643. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33644. */
  33645. useClonedMeshhMap?: boolean;
  33646. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33647. virtual?: boolean;
  33648. }
  33649. /**
  33650. * Represents a scene to be rendered by the engine.
  33651. * @see http://doc.babylonjs.com/features/scene
  33652. */
  33653. export class Scene extends AbstractScene implements IAnimatable {
  33654. /** The fog is deactivated */
  33655. static readonly FOGMODE_NONE: number;
  33656. /** The fog density is following an exponential function */
  33657. static readonly FOGMODE_EXP: number;
  33658. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33659. static readonly FOGMODE_EXP2: number;
  33660. /** The fog density is following a linear function. */
  33661. static readonly FOGMODE_LINEAR: number;
  33662. /**
  33663. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33664. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33665. */
  33666. static MinDeltaTime: number;
  33667. /**
  33668. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33669. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33670. */
  33671. static MaxDeltaTime: number;
  33672. /**
  33673. * Factory used to create the default material.
  33674. * @param name The name of the material to create
  33675. * @param scene The scene to create the material for
  33676. * @returns The default material
  33677. */
  33678. static DefaultMaterialFactory(scene: Scene): Material;
  33679. /**
  33680. * Factory used to create the a collision coordinator.
  33681. * @returns The collision coordinator
  33682. */
  33683. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33684. /** @hidden */
  33685. _inputManager: InputManager;
  33686. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33687. cameraToUseForPointers: Nullable<Camera>;
  33688. /** @hidden */
  33689. readonly _isScene: boolean;
  33690. /**
  33691. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33692. */
  33693. autoClear: boolean;
  33694. /**
  33695. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33696. */
  33697. autoClearDepthAndStencil: boolean;
  33698. /**
  33699. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33700. */
  33701. clearColor: Color4;
  33702. /**
  33703. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33704. */
  33705. ambientColor: Color3;
  33706. /**
  33707. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33708. * It should only be one of the following (if not the default embedded one):
  33709. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33710. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33711. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33712. * The material properties need to be setup according to the type of texture in use.
  33713. */
  33714. environmentBRDFTexture: BaseTexture;
  33715. /** @hidden */
  33716. protected _environmentTexture: Nullable<BaseTexture>;
  33717. /**
  33718. * Texture used in all pbr material as the reflection texture.
  33719. * As in the majority of the scene they are the same (exception for multi room and so on),
  33720. * this is easier to reference from here than from all the materials.
  33721. */
  33722. /**
  33723. * Texture used in all pbr material as the reflection texture.
  33724. * As in the majority of the scene they are the same (exception for multi room and so on),
  33725. * this is easier to set here than in all the materials.
  33726. */
  33727. environmentTexture: Nullable<BaseTexture>;
  33728. /** @hidden */
  33729. protected _environmentIntensity: number;
  33730. /**
  33731. * Intensity of the environment in all pbr material.
  33732. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33733. * As in the majority of the scene they are the same (exception for multi room and so on),
  33734. * this is easier to reference from here than from all the materials.
  33735. */
  33736. /**
  33737. * Intensity of the environment in all pbr material.
  33738. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33739. * As in the majority of the scene they are the same (exception for multi room and so on),
  33740. * this is easier to set here than in all the materials.
  33741. */
  33742. environmentIntensity: number;
  33743. /** @hidden */
  33744. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33745. /**
  33746. * Default image processing configuration used either in the rendering
  33747. * Forward main pass or through the imageProcessingPostProcess if present.
  33748. * As in the majority of the scene they are the same (exception for multi camera),
  33749. * this is easier to reference from here than from all the materials and post process.
  33750. *
  33751. * No setter as we it is a shared configuration, you can set the values instead.
  33752. */
  33753. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33754. private _forceWireframe;
  33755. /**
  33756. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33757. */
  33758. forceWireframe: boolean;
  33759. private _forcePointsCloud;
  33760. /**
  33761. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33762. */
  33763. forcePointsCloud: boolean;
  33764. /**
  33765. * Gets or sets the active clipplane 1
  33766. */
  33767. clipPlane: Nullable<Plane>;
  33768. /**
  33769. * Gets or sets the active clipplane 2
  33770. */
  33771. clipPlane2: Nullable<Plane>;
  33772. /**
  33773. * Gets or sets the active clipplane 3
  33774. */
  33775. clipPlane3: Nullable<Plane>;
  33776. /**
  33777. * Gets or sets the active clipplane 4
  33778. */
  33779. clipPlane4: Nullable<Plane>;
  33780. /**
  33781. * Gets or sets a boolean indicating if animations are enabled
  33782. */
  33783. animationsEnabled: boolean;
  33784. private _animationPropertiesOverride;
  33785. /**
  33786. * Gets or sets the animation properties override
  33787. */
  33788. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33789. /**
  33790. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33791. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33792. */
  33793. useConstantAnimationDeltaTime: boolean;
  33794. /**
  33795. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33796. * Please note that it requires to run a ray cast through the scene on every frame
  33797. */
  33798. constantlyUpdateMeshUnderPointer: boolean;
  33799. /**
  33800. * Defines the HTML cursor to use when hovering over interactive elements
  33801. */
  33802. hoverCursor: string;
  33803. /**
  33804. * Defines the HTML default cursor to use (empty by default)
  33805. */
  33806. defaultCursor: string;
  33807. /**
  33808. * This is used to call preventDefault() on pointer down
  33809. * in order to block unwanted artifacts like system double clicks
  33810. */
  33811. preventDefaultOnPointerDown: boolean;
  33812. /**
  33813. * This is used to call preventDefault() on pointer up
  33814. * in order to block unwanted artifacts like system double clicks
  33815. */
  33816. preventDefaultOnPointerUp: boolean;
  33817. /**
  33818. * Gets or sets user defined metadata
  33819. */
  33820. metadata: any;
  33821. /**
  33822. * For internal use only. Please do not use.
  33823. */
  33824. reservedDataStore: any;
  33825. /**
  33826. * Gets the name of the plugin used to load this scene (null by default)
  33827. */
  33828. loadingPluginName: string;
  33829. /**
  33830. * Use this array to add regular expressions used to disable offline support for specific urls
  33831. */
  33832. disableOfflineSupportExceptionRules: RegExp[];
  33833. /**
  33834. * An event triggered when the scene is disposed.
  33835. */
  33836. onDisposeObservable: Observable<Scene>;
  33837. private _onDisposeObserver;
  33838. /** Sets a function to be executed when this scene is disposed. */
  33839. onDispose: () => void;
  33840. /**
  33841. * An event triggered before rendering the scene (right after animations and physics)
  33842. */
  33843. onBeforeRenderObservable: Observable<Scene>;
  33844. private _onBeforeRenderObserver;
  33845. /** Sets a function to be executed before rendering this scene */
  33846. beforeRender: Nullable<() => void>;
  33847. /**
  33848. * An event triggered after rendering the scene
  33849. */
  33850. onAfterRenderObservable: Observable<Scene>;
  33851. /**
  33852. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33853. */
  33854. onAfterRenderCameraObservable: Observable<Camera>;
  33855. private _onAfterRenderObserver;
  33856. /** Sets a function to be executed after rendering this scene */
  33857. afterRender: Nullable<() => void>;
  33858. /**
  33859. * An event triggered before animating the scene
  33860. */
  33861. onBeforeAnimationsObservable: Observable<Scene>;
  33862. /**
  33863. * An event triggered after animations processing
  33864. */
  33865. onAfterAnimationsObservable: Observable<Scene>;
  33866. /**
  33867. * An event triggered before draw calls are ready to be sent
  33868. */
  33869. onBeforeDrawPhaseObservable: Observable<Scene>;
  33870. /**
  33871. * An event triggered after draw calls have been sent
  33872. */
  33873. onAfterDrawPhaseObservable: Observable<Scene>;
  33874. /**
  33875. * An event triggered when the scene is ready
  33876. */
  33877. onReadyObservable: Observable<Scene>;
  33878. /**
  33879. * An event triggered before rendering a camera
  33880. */
  33881. onBeforeCameraRenderObservable: Observable<Camera>;
  33882. private _onBeforeCameraRenderObserver;
  33883. /** Sets a function to be executed before rendering a camera*/
  33884. beforeCameraRender: () => void;
  33885. /**
  33886. * An event triggered after rendering a camera
  33887. */
  33888. onAfterCameraRenderObservable: Observable<Camera>;
  33889. private _onAfterCameraRenderObserver;
  33890. /** Sets a function to be executed after rendering a camera*/
  33891. afterCameraRender: () => void;
  33892. /**
  33893. * An event triggered when active meshes evaluation is about to start
  33894. */
  33895. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33896. /**
  33897. * An event triggered when active meshes evaluation is done
  33898. */
  33899. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33900. /**
  33901. * An event triggered when particles rendering is about to start
  33902. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33903. */
  33904. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33905. /**
  33906. * An event triggered when particles rendering is done
  33907. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33908. */
  33909. onAfterParticlesRenderingObservable: Observable<Scene>;
  33910. /**
  33911. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33912. */
  33913. onDataLoadedObservable: Observable<Scene>;
  33914. /**
  33915. * An event triggered when a camera is created
  33916. */
  33917. onNewCameraAddedObservable: Observable<Camera>;
  33918. /**
  33919. * An event triggered when a camera is removed
  33920. */
  33921. onCameraRemovedObservable: Observable<Camera>;
  33922. /**
  33923. * An event triggered when a light is created
  33924. */
  33925. onNewLightAddedObservable: Observable<Light>;
  33926. /**
  33927. * An event triggered when a light is removed
  33928. */
  33929. onLightRemovedObservable: Observable<Light>;
  33930. /**
  33931. * An event triggered when a geometry is created
  33932. */
  33933. onNewGeometryAddedObservable: Observable<Geometry>;
  33934. /**
  33935. * An event triggered when a geometry is removed
  33936. */
  33937. onGeometryRemovedObservable: Observable<Geometry>;
  33938. /**
  33939. * An event triggered when a transform node is created
  33940. */
  33941. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33942. /**
  33943. * An event triggered when a transform node is removed
  33944. */
  33945. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33946. /**
  33947. * An event triggered when a mesh is created
  33948. */
  33949. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33950. /**
  33951. * An event triggered when a mesh is removed
  33952. */
  33953. onMeshRemovedObservable: Observable<AbstractMesh>;
  33954. /**
  33955. * An event triggered when a skeleton is created
  33956. */
  33957. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33958. /**
  33959. * An event triggered when a skeleton is removed
  33960. */
  33961. onSkeletonRemovedObservable: Observable<Skeleton>;
  33962. /**
  33963. * An event triggered when a material is created
  33964. */
  33965. onNewMaterialAddedObservable: Observable<Material>;
  33966. /**
  33967. * An event triggered when a material is removed
  33968. */
  33969. onMaterialRemovedObservable: Observable<Material>;
  33970. /**
  33971. * An event triggered when a texture is created
  33972. */
  33973. onNewTextureAddedObservable: Observable<BaseTexture>;
  33974. /**
  33975. * An event triggered when a texture is removed
  33976. */
  33977. onTextureRemovedObservable: Observable<BaseTexture>;
  33978. /**
  33979. * An event triggered when render targets are about to be rendered
  33980. * Can happen multiple times per frame.
  33981. */
  33982. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33983. /**
  33984. * An event triggered when render targets were rendered.
  33985. * Can happen multiple times per frame.
  33986. */
  33987. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33988. /**
  33989. * An event triggered before calculating deterministic simulation step
  33990. */
  33991. onBeforeStepObservable: Observable<Scene>;
  33992. /**
  33993. * An event triggered after calculating deterministic simulation step
  33994. */
  33995. onAfterStepObservable: Observable<Scene>;
  33996. /**
  33997. * An event triggered when the activeCamera property is updated
  33998. */
  33999. onActiveCameraChanged: Observable<Scene>;
  34000. /**
  34001. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34002. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34003. * 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)
  34004. */
  34005. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34006. /**
  34007. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34008. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34009. * 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)
  34010. */
  34011. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34012. /**
  34013. * This Observable will when a mesh has been imported into the scene.
  34014. */
  34015. onMeshImportedObservable: Observable<AbstractMesh>;
  34016. /**
  34017. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34018. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34019. */
  34020. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34021. /** @hidden */
  34022. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34023. /**
  34024. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34025. */
  34026. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34027. /**
  34028. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34029. */
  34030. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34031. /**
  34032. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34033. */
  34034. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34035. /** Callback called when a pointer move is detected */
  34036. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34037. /** Callback called when a pointer down is detected */
  34038. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34039. /** Callback called when a pointer up is detected */
  34040. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34041. /** Callback called when a pointer pick is detected */
  34042. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34043. /**
  34044. * 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).
  34045. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34046. */
  34047. onPrePointerObservable: Observable<PointerInfoPre>;
  34048. /**
  34049. * Observable event triggered each time an input event is received from the rendering canvas
  34050. */
  34051. onPointerObservable: Observable<PointerInfo>;
  34052. /**
  34053. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34054. */
  34055. readonly unTranslatedPointer: Vector2;
  34056. /**
  34057. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34058. */
  34059. static DragMovementThreshold: number;
  34060. /**
  34061. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34062. */
  34063. static LongPressDelay: number;
  34064. /**
  34065. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34066. */
  34067. static DoubleClickDelay: number;
  34068. /** If you need to check double click without raising a single click at first click, enable this flag */
  34069. static ExclusiveDoubleClickMode: boolean;
  34070. /** @hidden */
  34071. _mirroredCameraPosition: Nullable<Vector3>;
  34072. /**
  34073. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34074. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34075. */
  34076. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34077. /**
  34078. * Observable event triggered each time an keyboard event is received from the hosting window
  34079. */
  34080. onKeyboardObservable: Observable<KeyboardInfo>;
  34081. private _useRightHandedSystem;
  34082. /**
  34083. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34084. */
  34085. useRightHandedSystem: boolean;
  34086. private _timeAccumulator;
  34087. private _currentStepId;
  34088. private _currentInternalStep;
  34089. /**
  34090. * Sets the step Id used by deterministic lock step
  34091. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34092. * @param newStepId defines the step Id
  34093. */
  34094. setStepId(newStepId: number): void;
  34095. /**
  34096. * Gets the step Id used by deterministic lock step
  34097. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34098. * @returns the step Id
  34099. */
  34100. getStepId(): number;
  34101. /**
  34102. * Gets the internal step used by deterministic lock step
  34103. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34104. * @returns the internal step
  34105. */
  34106. getInternalStep(): number;
  34107. private _fogEnabled;
  34108. /**
  34109. * Gets or sets a boolean indicating if fog is enabled on this scene
  34110. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34111. * (Default is true)
  34112. */
  34113. fogEnabled: boolean;
  34114. private _fogMode;
  34115. /**
  34116. * Gets or sets the fog mode to use
  34117. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34118. * | mode | value |
  34119. * | --- | --- |
  34120. * | FOGMODE_NONE | 0 |
  34121. * | FOGMODE_EXP | 1 |
  34122. * | FOGMODE_EXP2 | 2 |
  34123. * | FOGMODE_LINEAR | 3 |
  34124. */
  34125. fogMode: number;
  34126. /**
  34127. * Gets or sets the fog color to use
  34128. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34129. * (Default is Color3(0.2, 0.2, 0.3))
  34130. */
  34131. fogColor: Color3;
  34132. /**
  34133. * Gets or sets the fog density to use
  34134. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34135. * (Default is 0.1)
  34136. */
  34137. fogDensity: number;
  34138. /**
  34139. * Gets or sets the fog start distance to use
  34140. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34141. * (Default is 0)
  34142. */
  34143. fogStart: number;
  34144. /**
  34145. * Gets or sets the fog end distance to use
  34146. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34147. * (Default is 1000)
  34148. */
  34149. fogEnd: number;
  34150. private _shadowsEnabled;
  34151. /**
  34152. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34153. */
  34154. shadowsEnabled: boolean;
  34155. private _lightsEnabled;
  34156. /**
  34157. * Gets or sets a boolean indicating if lights are enabled on this scene
  34158. */
  34159. lightsEnabled: boolean;
  34160. /** All of the active cameras added to this scene. */
  34161. activeCameras: Camera[];
  34162. /** @hidden */
  34163. _activeCamera: Nullable<Camera>;
  34164. /** Gets or sets the current active camera */
  34165. activeCamera: Nullable<Camera>;
  34166. private _defaultMaterial;
  34167. /** The default material used on meshes when no material is affected */
  34168. /** The default material used on meshes when no material is affected */
  34169. defaultMaterial: Material;
  34170. private _texturesEnabled;
  34171. /**
  34172. * Gets or sets a boolean indicating if textures are enabled on this scene
  34173. */
  34174. texturesEnabled: boolean;
  34175. /**
  34176. * Gets or sets a boolean indicating if particles are enabled on this scene
  34177. */
  34178. particlesEnabled: boolean;
  34179. /**
  34180. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34181. */
  34182. spritesEnabled: boolean;
  34183. private _skeletonsEnabled;
  34184. /**
  34185. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34186. */
  34187. skeletonsEnabled: boolean;
  34188. /**
  34189. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34190. */
  34191. lensFlaresEnabled: boolean;
  34192. /**
  34193. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34194. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34195. */
  34196. collisionsEnabled: boolean;
  34197. private _collisionCoordinator;
  34198. /** @hidden */
  34199. readonly collisionCoordinator: ICollisionCoordinator;
  34200. /**
  34201. * Defines the gravity applied to this scene (used only for collisions)
  34202. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34203. */
  34204. gravity: Vector3;
  34205. /**
  34206. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34207. */
  34208. postProcessesEnabled: boolean;
  34209. /**
  34210. * The list of postprocesses added to the scene
  34211. */
  34212. postProcesses: PostProcess[];
  34213. /**
  34214. * Gets the current postprocess manager
  34215. */
  34216. postProcessManager: PostProcessManager;
  34217. /**
  34218. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34219. */
  34220. renderTargetsEnabled: boolean;
  34221. /**
  34222. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34223. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34224. */
  34225. dumpNextRenderTargets: boolean;
  34226. /**
  34227. * The list of user defined render targets added to the scene
  34228. */
  34229. customRenderTargets: RenderTargetTexture[];
  34230. /**
  34231. * Defines if texture loading must be delayed
  34232. * If true, textures will only be loaded when they need to be rendered
  34233. */
  34234. useDelayedTextureLoading: boolean;
  34235. /**
  34236. * Gets the list of meshes imported to the scene through SceneLoader
  34237. */
  34238. importedMeshesFiles: String[];
  34239. /**
  34240. * Gets or sets a boolean indicating if probes are enabled on this scene
  34241. */
  34242. probesEnabled: boolean;
  34243. /**
  34244. * Gets or sets the current offline provider to use to store scene data
  34245. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34246. */
  34247. offlineProvider: IOfflineProvider;
  34248. /**
  34249. * Gets or sets the action manager associated with the scene
  34250. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34251. */
  34252. actionManager: AbstractActionManager;
  34253. private _meshesForIntersections;
  34254. /**
  34255. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34256. */
  34257. proceduralTexturesEnabled: boolean;
  34258. private _engine;
  34259. private _totalVertices;
  34260. /** @hidden */
  34261. _activeIndices: PerfCounter;
  34262. /** @hidden */
  34263. _activeParticles: PerfCounter;
  34264. /** @hidden */
  34265. _activeBones: PerfCounter;
  34266. private _animationRatio;
  34267. /** @hidden */
  34268. _animationTimeLast: number;
  34269. /** @hidden */
  34270. _animationTime: number;
  34271. /**
  34272. * Gets or sets a general scale for animation speed
  34273. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34274. */
  34275. animationTimeScale: number;
  34276. /** @hidden */
  34277. _cachedMaterial: Nullable<Material>;
  34278. /** @hidden */
  34279. _cachedEffect: Nullable<Effect>;
  34280. /** @hidden */
  34281. _cachedVisibility: Nullable<number>;
  34282. private _renderId;
  34283. private _frameId;
  34284. private _executeWhenReadyTimeoutId;
  34285. private _intermediateRendering;
  34286. private _viewUpdateFlag;
  34287. private _projectionUpdateFlag;
  34288. /** @hidden */
  34289. _toBeDisposed: Nullable<IDisposable>[];
  34290. private _activeRequests;
  34291. /** @hidden */
  34292. _pendingData: any[];
  34293. private _isDisposed;
  34294. /**
  34295. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34296. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34297. */
  34298. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34299. private _activeMeshes;
  34300. private _processedMaterials;
  34301. private _renderTargets;
  34302. /** @hidden */
  34303. _activeParticleSystems: SmartArray<IParticleSystem>;
  34304. private _activeSkeletons;
  34305. private _softwareSkinnedMeshes;
  34306. private _renderingManager;
  34307. /** @hidden */
  34308. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34309. private _transformMatrix;
  34310. private _sceneUbo;
  34311. /** @hidden */
  34312. _viewMatrix: Matrix;
  34313. private _projectionMatrix;
  34314. /** @hidden */
  34315. _forcedViewPosition: Nullable<Vector3>;
  34316. /** @hidden */
  34317. _frustumPlanes: Plane[];
  34318. /**
  34319. * Gets the list of frustum planes (built from the active camera)
  34320. */
  34321. readonly frustumPlanes: Plane[];
  34322. /**
  34323. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34324. * This is useful if there are more lights that the maximum simulteanous authorized
  34325. */
  34326. requireLightSorting: boolean;
  34327. /** @hidden */
  34328. readonly useMaterialMeshMap: boolean;
  34329. /** @hidden */
  34330. readonly useClonedMeshhMap: boolean;
  34331. private _externalData;
  34332. private _uid;
  34333. /**
  34334. * @hidden
  34335. * Backing store of defined scene components.
  34336. */
  34337. _components: ISceneComponent[];
  34338. /**
  34339. * @hidden
  34340. * Backing store of defined scene components.
  34341. */
  34342. _serializableComponents: ISceneSerializableComponent[];
  34343. /**
  34344. * List of components to register on the next registration step.
  34345. */
  34346. private _transientComponents;
  34347. /**
  34348. * Registers the transient components if needed.
  34349. */
  34350. private _registerTransientComponents;
  34351. /**
  34352. * @hidden
  34353. * Add a component to the scene.
  34354. * Note that the ccomponent could be registered on th next frame if this is called after
  34355. * the register component stage.
  34356. * @param component Defines the component to add to the scene
  34357. */
  34358. _addComponent(component: ISceneComponent): void;
  34359. /**
  34360. * @hidden
  34361. * Gets a component from the scene.
  34362. * @param name defines the name of the component to retrieve
  34363. * @returns the component or null if not present
  34364. */
  34365. _getComponent(name: string): Nullable<ISceneComponent>;
  34366. /**
  34367. * @hidden
  34368. * Defines the actions happening before camera updates.
  34369. */
  34370. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34371. /**
  34372. * @hidden
  34373. * Defines the actions happening before clear the canvas.
  34374. */
  34375. _beforeClearStage: Stage<SimpleStageAction>;
  34376. /**
  34377. * @hidden
  34378. * Defines the actions when collecting render targets for the frame.
  34379. */
  34380. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34381. /**
  34382. * @hidden
  34383. * Defines the actions happening for one camera in the frame.
  34384. */
  34385. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34386. /**
  34387. * @hidden
  34388. * Defines the actions happening during the per mesh ready checks.
  34389. */
  34390. _isReadyForMeshStage: Stage<MeshStageAction>;
  34391. /**
  34392. * @hidden
  34393. * Defines the actions happening before evaluate active mesh checks.
  34394. */
  34395. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34396. /**
  34397. * @hidden
  34398. * Defines the actions happening during the evaluate sub mesh checks.
  34399. */
  34400. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34401. /**
  34402. * @hidden
  34403. * Defines the actions happening during the active mesh stage.
  34404. */
  34405. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34406. /**
  34407. * @hidden
  34408. * Defines the actions happening during the per camera render target step.
  34409. */
  34410. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34411. /**
  34412. * @hidden
  34413. * Defines the actions happening just before the active camera is drawing.
  34414. */
  34415. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34416. /**
  34417. * @hidden
  34418. * Defines the actions happening just before a render target is drawing.
  34419. */
  34420. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34421. /**
  34422. * @hidden
  34423. * Defines the actions happening just before a rendering group is drawing.
  34424. */
  34425. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34426. /**
  34427. * @hidden
  34428. * Defines the actions happening just before a mesh is drawing.
  34429. */
  34430. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34431. /**
  34432. * @hidden
  34433. * Defines the actions happening just after a mesh has been drawn.
  34434. */
  34435. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34436. /**
  34437. * @hidden
  34438. * Defines the actions happening just after a rendering group has been drawn.
  34439. */
  34440. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34441. /**
  34442. * @hidden
  34443. * Defines the actions happening just after the active camera has been drawn.
  34444. */
  34445. _afterCameraDrawStage: Stage<CameraStageAction>;
  34446. /**
  34447. * @hidden
  34448. * Defines the actions happening just after a render target has been drawn.
  34449. */
  34450. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34451. /**
  34452. * @hidden
  34453. * Defines the actions happening just after rendering all cameras and computing intersections.
  34454. */
  34455. _afterRenderStage: Stage<SimpleStageAction>;
  34456. /**
  34457. * @hidden
  34458. * Defines the actions happening when a pointer move event happens.
  34459. */
  34460. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34461. /**
  34462. * @hidden
  34463. * Defines the actions happening when a pointer down event happens.
  34464. */
  34465. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34466. /**
  34467. * @hidden
  34468. * Defines the actions happening when a pointer up event happens.
  34469. */
  34470. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34471. /**
  34472. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34473. */
  34474. private geometriesByUniqueId;
  34475. /**
  34476. * Creates a new Scene
  34477. * @param engine defines the engine to use to render this scene
  34478. * @param options defines the scene options
  34479. */
  34480. constructor(engine: Engine, options?: SceneOptions);
  34481. /**
  34482. * Gets a string idenfifying the name of the class
  34483. * @returns "Scene" string
  34484. */
  34485. getClassName(): string;
  34486. private _defaultMeshCandidates;
  34487. /**
  34488. * @hidden
  34489. */
  34490. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34491. private _defaultSubMeshCandidates;
  34492. /**
  34493. * @hidden
  34494. */
  34495. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34496. /**
  34497. * Sets the default candidate providers for the scene.
  34498. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34499. * and getCollidingSubMeshCandidates to their default function
  34500. */
  34501. setDefaultCandidateProviders(): void;
  34502. /**
  34503. * Gets the mesh that is currently under the pointer
  34504. */
  34505. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34506. /**
  34507. * Gets or sets the current on-screen X position of the pointer
  34508. */
  34509. pointerX: number;
  34510. /**
  34511. * Gets or sets the current on-screen Y position of the pointer
  34512. */
  34513. pointerY: number;
  34514. /**
  34515. * Gets the cached material (ie. the latest rendered one)
  34516. * @returns the cached material
  34517. */
  34518. getCachedMaterial(): Nullable<Material>;
  34519. /**
  34520. * Gets the cached effect (ie. the latest rendered one)
  34521. * @returns the cached effect
  34522. */
  34523. getCachedEffect(): Nullable<Effect>;
  34524. /**
  34525. * Gets the cached visibility state (ie. the latest rendered one)
  34526. * @returns the cached visibility state
  34527. */
  34528. getCachedVisibility(): Nullable<number>;
  34529. /**
  34530. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34531. * @param material defines the current material
  34532. * @param effect defines the current effect
  34533. * @param visibility defines the current visibility state
  34534. * @returns true if one parameter is not cached
  34535. */
  34536. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34537. /**
  34538. * Gets the engine associated with the scene
  34539. * @returns an Engine
  34540. */
  34541. getEngine(): Engine;
  34542. /**
  34543. * Gets the total number of vertices rendered per frame
  34544. * @returns the total number of vertices rendered per frame
  34545. */
  34546. getTotalVertices(): number;
  34547. /**
  34548. * Gets the performance counter for total vertices
  34549. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34550. */
  34551. readonly totalVerticesPerfCounter: PerfCounter;
  34552. /**
  34553. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34554. * @returns the total number of active indices rendered per frame
  34555. */
  34556. getActiveIndices(): number;
  34557. /**
  34558. * Gets the performance counter for active indices
  34559. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34560. */
  34561. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34562. /**
  34563. * Gets the total number of active particles rendered per frame
  34564. * @returns the total number of active particles rendered per frame
  34565. */
  34566. getActiveParticles(): number;
  34567. /**
  34568. * Gets the performance counter for active particles
  34569. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34570. */
  34571. readonly activeParticlesPerfCounter: PerfCounter;
  34572. /**
  34573. * Gets the total number of active bones rendered per frame
  34574. * @returns the total number of active bones rendered per frame
  34575. */
  34576. getActiveBones(): number;
  34577. /**
  34578. * Gets the performance counter for active bones
  34579. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34580. */
  34581. readonly activeBonesPerfCounter: PerfCounter;
  34582. /**
  34583. * Gets the array of active meshes
  34584. * @returns an array of AbstractMesh
  34585. */
  34586. getActiveMeshes(): SmartArray<AbstractMesh>;
  34587. /**
  34588. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34589. * @returns a number
  34590. */
  34591. getAnimationRatio(): number;
  34592. /**
  34593. * Gets an unique Id for the current render phase
  34594. * @returns a number
  34595. */
  34596. getRenderId(): number;
  34597. /**
  34598. * Gets an unique Id for the current frame
  34599. * @returns a number
  34600. */
  34601. getFrameId(): number;
  34602. /** Call this function if you want to manually increment the render Id*/
  34603. incrementRenderId(): void;
  34604. private _createUbo;
  34605. /**
  34606. * Use this method to simulate a pointer move on a mesh
  34607. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34608. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34609. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34610. * @returns the current scene
  34611. */
  34612. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34613. /**
  34614. * Use this method to simulate a pointer down 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. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34621. /**
  34622. * Use this method to simulate a pointer up 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. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34627. * @returns the current scene
  34628. */
  34629. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34630. /**
  34631. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34632. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34633. * @returns true if the pointer was captured
  34634. */
  34635. isPointerCaptured(pointerId?: number): boolean;
  34636. /**
  34637. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34638. * @param attachUp defines if you want to attach events to pointerup
  34639. * @param attachDown defines if you want to attach events to pointerdown
  34640. * @param attachMove defines if you want to attach events to pointermove
  34641. */
  34642. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34643. /** Detaches all event handlers*/
  34644. detachControl(): void;
  34645. /**
  34646. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34647. * Delay loaded resources are not taking in account
  34648. * @return true if all required resources are ready
  34649. */
  34650. isReady(): boolean;
  34651. /** Resets all cached information relative to material (including effect and visibility) */
  34652. resetCachedMaterial(): void;
  34653. /**
  34654. * Registers a function to be called before every frame render
  34655. * @param func defines the function to register
  34656. */
  34657. registerBeforeRender(func: () => void): void;
  34658. /**
  34659. * Unregisters a function called before every frame render
  34660. * @param func defines the function to unregister
  34661. */
  34662. unregisterBeforeRender(func: () => void): void;
  34663. /**
  34664. * Registers a function to be called after every frame render
  34665. * @param func defines the function to register
  34666. */
  34667. registerAfterRender(func: () => void): void;
  34668. /**
  34669. * Unregisters a function called after every frame render
  34670. * @param func defines the function to unregister
  34671. */
  34672. unregisterAfterRender(func: () => void): void;
  34673. private _executeOnceBeforeRender;
  34674. /**
  34675. * The provided function will run before render once and will be disposed afterwards.
  34676. * A timeout delay can be provided so that the function will be executed in N ms.
  34677. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34678. * @param func The function to be executed.
  34679. * @param timeout optional delay in ms
  34680. */
  34681. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34682. /** @hidden */
  34683. _addPendingData(data: any): void;
  34684. /** @hidden */
  34685. _removePendingData(data: any): void;
  34686. /**
  34687. * Returns the number of items waiting to be loaded
  34688. * @returns the number of items waiting to be loaded
  34689. */
  34690. getWaitingItemsCount(): number;
  34691. /**
  34692. * Returns a boolean indicating if the scene is still loading data
  34693. */
  34694. readonly isLoading: boolean;
  34695. /**
  34696. * Registers a function to be executed when the scene is ready
  34697. * @param {Function} func - the function to be executed
  34698. */
  34699. executeWhenReady(func: () => void): void;
  34700. /**
  34701. * Returns a promise that resolves when the scene is ready
  34702. * @returns A promise that resolves when the scene is ready
  34703. */
  34704. whenReadyAsync(): Promise<void>;
  34705. /** @hidden */
  34706. _checkIsReady(): void;
  34707. /**
  34708. * Gets all animatable attached to the scene
  34709. */
  34710. readonly animatables: Animatable[];
  34711. /**
  34712. * Resets the last animation time frame.
  34713. * Useful to override when animations start running when loading a scene for the first time.
  34714. */
  34715. resetLastAnimationTimeFrame(): void;
  34716. /**
  34717. * Gets the current view matrix
  34718. * @returns a Matrix
  34719. */
  34720. getViewMatrix(): Matrix;
  34721. /**
  34722. * Gets the current projection matrix
  34723. * @returns a Matrix
  34724. */
  34725. getProjectionMatrix(): Matrix;
  34726. /**
  34727. * Gets the current transform matrix
  34728. * @returns a Matrix made of View * Projection
  34729. */
  34730. getTransformMatrix(): Matrix;
  34731. /**
  34732. * Sets the current transform matrix
  34733. * @param viewL defines the View matrix to use
  34734. * @param projectionL defines the Projection matrix to use
  34735. * @param viewR defines the right View matrix to use (if provided)
  34736. * @param projectionR defines the right Projection matrix to use (if provided)
  34737. */
  34738. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34739. /**
  34740. * Gets the uniform buffer used to store scene data
  34741. * @returns a UniformBuffer
  34742. */
  34743. getSceneUniformBuffer(): UniformBuffer;
  34744. /**
  34745. * Gets an unique (relatively to the current scene) Id
  34746. * @returns an unique number for the scene
  34747. */
  34748. getUniqueId(): number;
  34749. /**
  34750. * Add a mesh to the list of scene's meshes
  34751. * @param newMesh defines the mesh to add
  34752. * @param recursive if all child meshes should also be added to the scene
  34753. */
  34754. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34755. /**
  34756. * Remove a mesh for the list of scene's meshes
  34757. * @param toRemove defines the mesh to remove
  34758. * @param recursive if all child meshes should also be removed from the scene
  34759. * @returns the index where the mesh was in the mesh list
  34760. */
  34761. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34762. /**
  34763. * Add a transform node to the list of scene's transform nodes
  34764. * @param newTransformNode defines the transform node to add
  34765. */
  34766. addTransformNode(newTransformNode: TransformNode): void;
  34767. /**
  34768. * Remove a transform node for the list of scene's transform nodes
  34769. * @param toRemove defines the transform node to remove
  34770. * @returns the index where the transform node was in the transform node list
  34771. */
  34772. removeTransformNode(toRemove: TransformNode): number;
  34773. /**
  34774. * Remove a skeleton for the list of scene's skeletons
  34775. * @param toRemove defines the skeleton to remove
  34776. * @returns the index where the skeleton was in the skeleton list
  34777. */
  34778. removeSkeleton(toRemove: Skeleton): number;
  34779. /**
  34780. * Remove a morph target for the list of scene's morph targets
  34781. * @param toRemove defines the morph target to remove
  34782. * @returns the index where the morph target was in the morph target list
  34783. */
  34784. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34785. /**
  34786. * Remove a light for the list of scene's lights
  34787. * @param toRemove defines the light to remove
  34788. * @returns the index where the light was in the light list
  34789. */
  34790. removeLight(toRemove: Light): number;
  34791. /**
  34792. * Remove a camera for the list of scene's cameras
  34793. * @param toRemove defines the camera to remove
  34794. * @returns the index where the camera was in the camera list
  34795. */
  34796. removeCamera(toRemove: Camera): number;
  34797. /**
  34798. * Remove a particle system for the list of scene's particle systems
  34799. * @param toRemove defines the particle system to remove
  34800. * @returns the index where the particle system was in the particle system list
  34801. */
  34802. removeParticleSystem(toRemove: IParticleSystem): number;
  34803. /**
  34804. * Remove a animation for the list of scene's animations
  34805. * @param toRemove defines the animation to remove
  34806. * @returns the index where the animation was in the animation list
  34807. */
  34808. removeAnimation(toRemove: Animation): number;
  34809. /**
  34810. * Will stop the animation of the given target
  34811. * @param target - the target
  34812. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34813. * @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)
  34814. */
  34815. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34816. /**
  34817. * Removes the given animation group from this scene.
  34818. * @param toRemove The animation group to remove
  34819. * @returns The index of the removed animation group
  34820. */
  34821. removeAnimationGroup(toRemove: AnimationGroup): number;
  34822. /**
  34823. * Removes the given multi-material from this scene.
  34824. * @param toRemove The multi-material to remove
  34825. * @returns The index of the removed multi-material
  34826. */
  34827. removeMultiMaterial(toRemove: MultiMaterial): number;
  34828. /**
  34829. * Removes the given material from this scene.
  34830. * @param toRemove The material to remove
  34831. * @returns The index of the removed material
  34832. */
  34833. removeMaterial(toRemove: Material): number;
  34834. /**
  34835. * Removes the given action manager from this scene.
  34836. * @param toRemove The action manager to remove
  34837. * @returns The index of the removed action manager
  34838. */
  34839. removeActionManager(toRemove: AbstractActionManager): number;
  34840. /**
  34841. * Removes the given texture from this scene.
  34842. * @param toRemove The texture to remove
  34843. * @returns The index of the removed texture
  34844. */
  34845. removeTexture(toRemove: BaseTexture): number;
  34846. /**
  34847. * Adds the given light to this scene
  34848. * @param newLight The light to add
  34849. */
  34850. addLight(newLight: Light): void;
  34851. /**
  34852. * Sorts the list list based on light priorities
  34853. */
  34854. sortLightsByPriority(): void;
  34855. /**
  34856. * Adds the given camera to this scene
  34857. * @param newCamera The camera to add
  34858. */
  34859. addCamera(newCamera: Camera): void;
  34860. /**
  34861. * Adds the given skeleton to this scene
  34862. * @param newSkeleton The skeleton to add
  34863. */
  34864. addSkeleton(newSkeleton: Skeleton): void;
  34865. /**
  34866. * Adds the given particle system to this scene
  34867. * @param newParticleSystem The particle system to add
  34868. */
  34869. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34870. /**
  34871. * Adds the given animation to this scene
  34872. * @param newAnimation The animation to add
  34873. */
  34874. addAnimation(newAnimation: Animation): void;
  34875. /**
  34876. * Adds the given animation group to this scene.
  34877. * @param newAnimationGroup The animation group to add
  34878. */
  34879. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34880. /**
  34881. * Adds the given multi-material to this scene
  34882. * @param newMultiMaterial The multi-material to add
  34883. */
  34884. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34885. /**
  34886. * Adds the given material to this scene
  34887. * @param newMaterial The material to add
  34888. */
  34889. addMaterial(newMaterial: Material): void;
  34890. /**
  34891. * Adds the given morph target to this scene
  34892. * @param newMorphTargetManager The morph target to add
  34893. */
  34894. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34895. /**
  34896. * Adds the given geometry to this scene
  34897. * @param newGeometry The geometry to add
  34898. */
  34899. addGeometry(newGeometry: Geometry): void;
  34900. /**
  34901. * Adds the given action manager to this scene
  34902. * @param newActionManager The action manager to add
  34903. */
  34904. addActionManager(newActionManager: AbstractActionManager): void;
  34905. /**
  34906. * Adds the given texture to this scene.
  34907. * @param newTexture The texture to add
  34908. */
  34909. addTexture(newTexture: BaseTexture): void;
  34910. /**
  34911. * Switch active camera
  34912. * @param newCamera defines the new active camera
  34913. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34914. */
  34915. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34916. /**
  34917. * sets the active camera of the scene using its ID
  34918. * @param id defines the camera's ID
  34919. * @return the new active camera or null if none found.
  34920. */
  34921. setActiveCameraByID(id: string): Nullable<Camera>;
  34922. /**
  34923. * sets the active camera of the scene using its name
  34924. * @param name defines the camera's name
  34925. * @returns the new active camera or null if none found.
  34926. */
  34927. setActiveCameraByName(name: string): Nullable<Camera>;
  34928. /**
  34929. * get an animation group using its name
  34930. * @param name defines the material's name
  34931. * @return the animation group or null if none found.
  34932. */
  34933. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34934. /**
  34935. * Get a material using its unique id
  34936. * @param uniqueId defines the material's unique id
  34937. * @return the material or null if none found.
  34938. */
  34939. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34940. /**
  34941. * get a material using its id
  34942. * @param id defines the material's ID
  34943. * @return the material or null if none found.
  34944. */
  34945. getMaterialByID(id: string): Nullable<Material>;
  34946. /**
  34947. * Gets a the last added material using a given id
  34948. * @param id defines the material's ID
  34949. * @return the last material with the given id or null if none found.
  34950. */
  34951. getLastMaterialByID(id: string): Nullable<Material>;
  34952. /**
  34953. * Gets a material using its name
  34954. * @param name defines the material's name
  34955. * @return the material or null if none found.
  34956. */
  34957. getMaterialByName(name: string): Nullable<Material>;
  34958. /**
  34959. * Get a texture using its unique id
  34960. * @param uniqueId defines the texture's unique id
  34961. * @return the texture or null if none found.
  34962. */
  34963. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  34964. /**
  34965. * Gets a camera using its id
  34966. * @param id defines the id to look for
  34967. * @returns the camera or null if not found
  34968. */
  34969. getCameraByID(id: string): Nullable<Camera>;
  34970. /**
  34971. * Gets a camera using its unique id
  34972. * @param uniqueId defines the unique id to look for
  34973. * @returns the camera or null if not found
  34974. */
  34975. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34976. /**
  34977. * Gets a camera using its name
  34978. * @param name defines the camera's name
  34979. * @return the camera or null if none found.
  34980. */
  34981. getCameraByName(name: string): Nullable<Camera>;
  34982. /**
  34983. * Gets a bone using its id
  34984. * @param id defines the bone's id
  34985. * @return the bone or null if not found
  34986. */
  34987. getBoneByID(id: string): Nullable<Bone>;
  34988. /**
  34989. * Gets a bone using its id
  34990. * @param name defines the bone's name
  34991. * @return the bone or null if not found
  34992. */
  34993. getBoneByName(name: string): Nullable<Bone>;
  34994. /**
  34995. * Gets a light node using its name
  34996. * @param name defines the the light's name
  34997. * @return the light or null if none found.
  34998. */
  34999. getLightByName(name: string): Nullable<Light>;
  35000. /**
  35001. * Gets a light node using its id
  35002. * @param id defines the light's id
  35003. * @return the light or null if none found.
  35004. */
  35005. getLightByID(id: string): Nullable<Light>;
  35006. /**
  35007. * Gets a light node using its scene-generated unique ID
  35008. * @param uniqueId defines the light's unique id
  35009. * @return the light or null if none found.
  35010. */
  35011. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35012. /**
  35013. * Gets a particle system by id
  35014. * @param id defines the particle system id
  35015. * @return the corresponding system or null if none found
  35016. */
  35017. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35018. /**
  35019. * Gets a geometry using its ID
  35020. * @param id defines the geometry's id
  35021. * @return the geometry or null if none found.
  35022. */
  35023. getGeometryByID(id: string): Nullable<Geometry>;
  35024. private _getGeometryByUniqueID;
  35025. /**
  35026. * Add a new geometry to this scene
  35027. * @param geometry defines the geometry to be added to the scene.
  35028. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35029. * @return a boolean defining if the geometry was added or not
  35030. */
  35031. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35032. /**
  35033. * Removes an existing geometry
  35034. * @param geometry defines the geometry to be removed from the scene
  35035. * @return a boolean defining if the geometry was removed or not
  35036. */
  35037. removeGeometry(geometry: Geometry): boolean;
  35038. /**
  35039. * Gets the list of geometries attached to the scene
  35040. * @returns an array of Geometry
  35041. */
  35042. getGeometries(): Geometry[];
  35043. /**
  35044. * Gets the first added mesh found of a given ID
  35045. * @param id defines the id to search for
  35046. * @return the mesh found or null if not found at all
  35047. */
  35048. getMeshByID(id: string): Nullable<AbstractMesh>;
  35049. /**
  35050. * Gets a list of meshes using their id
  35051. * @param id defines the id to search for
  35052. * @returns a list of meshes
  35053. */
  35054. getMeshesByID(id: string): Array<AbstractMesh>;
  35055. /**
  35056. * Gets the first added transform node found of a given ID
  35057. * @param id defines the id to search for
  35058. * @return the found transform node or null if not found at all.
  35059. */
  35060. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35061. /**
  35062. * Gets a transform node with its auto-generated unique id
  35063. * @param uniqueId efines the unique id to search for
  35064. * @return the found transform node or null if not found at all.
  35065. */
  35066. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35067. /**
  35068. * Gets a list of transform nodes using their id
  35069. * @param id defines the id to search for
  35070. * @returns a list of transform nodes
  35071. */
  35072. getTransformNodesByID(id: string): Array<TransformNode>;
  35073. /**
  35074. * Gets a mesh with its auto-generated unique id
  35075. * @param uniqueId defines the unique id to search for
  35076. * @return the found mesh or null if not found at all.
  35077. */
  35078. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35079. /**
  35080. * Gets a the last added mesh using a given id
  35081. * @param id defines the id to search for
  35082. * @return the found mesh or null if not found at all.
  35083. */
  35084. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35085. /**
  35086. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35087. * @param id defines the id to search for
  35088. * @return the found node or null if not found at all
  35089. */
  35090. getLastEntryByID(id: string): Nullable<Node>;
  35091. /**
  35092. * Gets a node (Mesh, Camera, Light) using a given id
  35093. * @param id defines the id to search for
  35094. * @return the found node or null if not found at all
  35095. */
  35096. getNodeByID(id: string): Nullable<Node>;
  35097. /**
  35098. * Gets a node (Mesh, Camera, Light) using a given name
  35099. * @param name defines the name to search for
  35100. * @return the found node or null if not found at all.
  35101. */
  35102. getNodeByName(name: string): Nullable<Node>;
  35103. /**
  35104. * Gets a mesh using a given name
  35105. * @param name defines the name to search for
  35106. * @return the found mesh or null if not found at all.
  35107. */
  35108. getMeshByName(name: string): Nullable<AbstractMesh>;
  35109. /**
  35110. * Gets a transform node using a given name
  35111. * @param name defines the name to search for
  35112. * @return the found transform node or null if not found at all.
  35113. */
  35114. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35115. /**
  35116. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35117. * @param id defines the id to search for
  35118. * @return the found skeleton or null if not found at all.
  35119. */
  35120. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35121. /**
  35122. * Gets a skeleton using a given auto generated unique id
  35123. * @param uniqueId defines the unique id to search for
  35124. * @return the found skeleton or null if not found at all.
  35125. */
  35126. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35127. /**
  35128. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35129. * @param id defines the id to search for
  35130. * @return the found skeleton or null if not found at all.
  35131. */
  35132. getSkeletonById(id: string): Nullable<Skeleton>;
  35133. /**
  35134. * Gets a skeleton using a given name
  35135. * @param name defines the name to search for
  35136. * @return the found skeleton or null if not found at all.
  35137. */
  35138. getSkeletonByName(name: string): Nullable<Skeleton>;
  35139. /**
  35140. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35141. * @param id defines the id to search for
  35142. * @return the found morph target manager or null if not found at all.
  35143. */
  35144. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35145. /**
  35146. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35147. * @param id defines the id to search for
  35148. * @return the found morph target or null if not found at all.
  35149. */
  35150. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35151. /**
  35152. * Gets a boolean indicating if the given mesh is active
  35153. * @param mesh defines the mesh to look for
  35154. * @returns true if the mesh is in the active list
  35155. */
  35156. isActiveMesh(mesh: AbstractMesh): boolean;
  35157. /**
  35158. * Return a unique id as a string which can serve as an identifier for the scene
  35159. */
  35160. readonly uid: string;
  35161. /**
  35162. * Add an externaly attached data from its key.
  35163. * This method call will fail and return false, if such key already exists.
  35164. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35165. * @param key the unique key that identifies the data
  35166. * @param data the data object to associate to the key for this Engine instance
  35167. * @return true if no such key were already present and the data was added successfully, false otherwise
  35168. */
  35169. addExternalData<T>(key: string, data: T): boolean;
  35170. /**
  35171. * Get an externaly attached data from its key
  35172. * @param key the unique key that identifies the data
  35173. * @return the associated data, if present (can be null), or undefined if not present
  35174. */
  35175. getExternalData<T>(key: string): Nullable<T>;
  35176. /**
  35177. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35178. * @param key the unique key that identifies the data
  35179. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35180. * @return the associated data, can be null if the factory returned null.
  35181. */
  35182. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35183. /**
  35184. * Remove an externaly attached data from the Engine instance
  35185. * @param key the unique key that identifies the data
  35186. * @return true if the data was successfully removed, false if it doesn't exist
  35187. */
  35188. removeExternalData(key: string): boolean;
  35189. private _evaluateSubMesh;
  35190. /**
  35191. * Clear the processed materials smart array preventing retention point in material dispose.
  35192. */
  35193. freeProcessedMaterials(): void;
  35194. private _preventFreeActiveMeshesAndRenderingGroups;
  35195. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35196. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35197. * when disposing several meshes in a row or a hierarchy of meshes.
  35198. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35199. */
  35200. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35201. /**
  35202. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35203. */
  35204. freeActiveMeshes(): void;
  35205. /**
  35206. * Clear the info related to rendering groups preventing retention points during dispose.
  35207. */
  35208. freeRenderingGroups(): void;
  35209. /** @hidden */
  35210. _isInIntermediateRendering(): boolean;
  35211. /**
  35212. * Lambda returning the list of potentially active meshes.
  35213. */
  35214. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35215. /**
  35216. * Lambda returning the list of potentially active sub meshes.
  35217. */
  35218. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35219. /**
  35220. * Lambda returning the list of potentially intersecting sub meshes.
  35221. */
  35222. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35223. /**
  35224. * Lambda returning the list of potentially colliding sub meshes.
  35225. */
  35226. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35227. private _activeMeshesFrozen;
  35228. /**
  35229. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35230. * @returns the current scene
  35231. */
  35232. freezeActiveMeshes(): Scene;
  35233. /**
  35234. * Use this function to restart evaluating active meshes on every frame
  35235. * @returns the current scene
  35236. */
  35237. unfreezeActiveMeshes(): Scene;
  35238. private _evaluateActiveMeshes;
  35239. private _activeMesh;
  35240. /**
  35241. * Update the transform matrix to update from the current active camera
  35242. * @param force defines a boolean used to force the update even if cache is up to date
  35243. */
  35244. updateTransformMatrix(force?: boolean): void;
  35245. private _bindFrameBuffer;
  35246. /** @hidden */
  35247. _allowPostProcessClearColor: boolean;
  35248. /** @hidden */
  35249. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35250. private _processSubCameras;
  35251. private _checkIntersections;
  35252. /** @hidden */
  35253. _advancePhysicsEngineStep(step: number): void;
  35254. /**
  35255. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35256. */
  35257. getDeterministicFrameTime: () => number;
  35258. /** @hidden */
  35259. _animate(): void;
  35260. /** Execute all animations (for a frame) */
  35261. animate(): void;
  35262. /**
  35263. * Render the scene
  35264. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35265. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35266. */
  35267. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35268. /**
  35269. * Freeze all materials
  35270. * A frozen material will not be updatable but should be faster to render
  35271. */
  35272. freezeMaterials(): void;
  35273. /**
  35274. * Unfreeze all materials
  35275. * A frozen material will not be updatable but should be faster to render
  35276. */
  35277. unfreezeMaterials(): void;
  35278. /**
  35279. * Releases all held ressources
  35280. */
  35281. dispose(): void;
  35282. /**
  35283. * Gets if the scene is already disposed
  35284. */
  35285. readonly isDisposed: boolean;
  35286. /**
  35287. * Call this function to reduce memory footprint of the scene.
  35288. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35289. */
  35290. clearCachedVertexData(): void;
  35291. /**
  35292. * This function will remove the local cached buffer data from texture.
  35293. * It will save memory but will prevent the texture from being rebuilt
  35294. */
  35295. cleanCachedTextureBuffer(): void;
  35296. /**
  35297. * Get the world extend vectors with an optional filter
  35298. *
  35299. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35300. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35301. */
  35302. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35303. min: Vector3;
  35304. max: Vector3;
  35305. };
  35306. /**
  35307. * Creates a ray that can be used to pick in the scene
  35308. * @param x defines the x coordinate of the origin (on-screen)
  35309. * @param y defines the y coordinate of the origin (on-screen)
  35310. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35311. * @param camera defines the camera to use for the picking
  35312. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35313. * @returns a Ray
  35314. */
  35315. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35316. /**
  35317. * Creates a ray that can be used to pick in the scene
  35318. * @param x defines the x coordinate of the origin (on-screen)
  35319. * @param y defines the y coordinate of the origin (on-screen)
  35320. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35321. * @param result defines the ray where to store the picking ray
  35322. * @param camera defines the camera to use for the picking
  35323. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35324. * @returns the current scene
  35325. */
  35326. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35327. /**
  35328. * Creates a ray that can be used to pick in the scene
  35329. * @param x defines the x coordinate of the origin (on-screen)
  35330. * @param y defines the y coordinate of the origin (on-screen)
  35331. * @param camera defines the camera to use for the picking
  35332. * @returns a Ray
  35333. */
  35334. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  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 result defines the ray where to store the picking ray
  35340. * @param camera defines the camera to use for the picking
  35341. * @returns the current scene
  35342. */
  35343. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35344. /** Launch a ray to try to pick a mesh in the scene
  35345. * @param x position on screen
  35346. * @param y position on screen
  35347. * @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
  35348. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35349. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35350. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35351. * @returns a PickingInfo
  35352. */
  35353. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35354. /** Use the given ray to pick a mesh in the scene
  35355. * @param ray The ray to use to pick meshes
  35356. * @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
  35357. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35358. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35359. * @returns a PickingInfo
  35360. */
  35361. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35362. /**
  35363. * Launch a ray to try to pick a mesh in the scene
  35364. * @param x X position on screen
  35365. * @param y Y position on screen
  35366. * @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
  35367. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35368. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35369. * @returns an array of PickingInfo
  35370. */
  35371. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35372. /**
  35373. * Launch a ray to try to pick a mesh in the scene
  35374. * @param ray Ray to use
  35375. * @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
  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. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35380. /**
  35381. * Force the value of meshUnderPointer
  35382. * @param mesh defines the mesh to use
  35383. */
  35384. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35385. /**
  35386. * Gets the mesh under the pointer
  35387. * @returns a Mesh or null if no mesh is under the pointer
  35388. */
  35389. getPointerOverMesh(): Nullable<AbstractMesh>;
  35390. /** @hidden */
  35391. _rebuildGeometries(): void;
  35392. /** @hidden */
  35393. _rebuildTextures(): void;
  35394. private _getByTags;
  35395. /**
  35396. * Get a list of meshes by tags
  35397. * @param tagsQuery defines the tags query to use
  35398. * @param forEach defines a predicate used to filter results
  35399. * @returns an array of Mesh
  35400. */
  35401. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35402. /**
  35403. * Get a list of cameras by tags
  35404. * @param tagsQuery defines the tags query to use
  35405. * @param forEach defines a predicate used to filter results
  35406. * @returns an array of Camera
  35407. */
  35408. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35409. /**
  35410. * Get a list of lights by tags
  35411. * @param tagsQuery defines the tags query to use
  35412. * @param forEach defines a predicate used to filter results
  35413. * @returns an array of Light
  35414. */
  35415. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35416. /**
  35417. * Get a list of materials by tags
  35418. * @param tagsQuery defines the tags query to use
  35419. * @param forEach defines a predicate used to filter results
  35420. * @returns an array of Material
  35421. */
  35422. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35423. /**
  35424. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35425. * This allowed control for front to back rendering or reversly depending of the special needs.
  35426. *
  35427. * @param renderingGroupId The rendering group id corresponding to its index
  35428. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35429. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35430. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35431. */
  35432. 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;
  35433. /**
  35434. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35435. *
  35436. * @param renderingGroupId The rendering group id corresponding to its index
  35437. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35438. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35439. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35440. */
  35441. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35442. /**
  35443. * Gets the current auto clear configuration for one rendering group of the rendering
  35444. * manager.
  35445. * @param index the rendering group index to get the information for
  35446. * @returns The auto clear setup for the requested rendering group
  35447. */
  35448. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35449. private _blockMaterialDirtyMechanism;
  35450. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35451. blockMaterialDirtyMechanism: boolean;
  35452. /**
  35453. * Will flag all materials as dirty to trigger new shader compilation
  35454. * @param flag defines the flag used to specify which material part must be marked as dirty
  35455. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35456. */
  35457. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35458. /** @hidden */
  35459. _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;
  35460. /** @hidden */
  35461. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35462. }
  35463. }
  35464. declare module "babylonjs/assetContainer" {
  35465. import { AbstractScene } from "babylonjs/abstractScene";
  35466. import { Scene } from "babylonjs/scene";
  35467. import { Mesh } from "babylonjs/Meshes/mesh";
  35468. /**
  35469. * Set of assets to keep when moving a scene into an asset container.
  35470. */
  35471. export class KeepAssets extends AbstractScene {
  35472. }
  35473. /**
  35474. * Container with a set of assets that can be added or removed from a scene.
  35475. */
  35476. export class AssetContainer extends AbstractScene {
  35477. /**
  35478. * The scene the AssetContainer belongs to.
  35479. */
  35480. scene: Scene;
  35481. /**
  35482. * Instantiates an AssetContainer.
  35483. * @param scene The scene the AssetContainer belongs to.
  35484. */
  35485. constructor(scene: Scene);
  35486. /**
  35487. * Adds all the assets from the container to the scene.
  35488. */
  35489. addAllToScene(): void;
  35490. /**
  35491. * Removes all the assets in the container from the scene
  35492. */
  35493. removeAllFromScene(): void;
  35494. /**
  35495. * Disposes all the assets in the container
  35496. */
  35497. dispose(): void;
  35498. private _moveAssets;
  35499. /**
  35500. * Removes all the assets contained in the scene and adds them to the container.
  35501. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35502. */
  35503. moveAllFromScene(keepAssets?: KeepAssets): void;
  35504. /**
  35505. * 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.
  35506. * @returns the root mesh
  35507. */
  35508. createRootMesh(): Mesh;
  35509. }
  35510. }
  35511. declare module "babylonjs/abstractScene" {
  35512. import { Scene } from "babylonjs/scene";
  35513. import { Nullable } from "babylonjs/types";
  35514. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35515. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35516. import { Geometry } from "babylonjs/Meshes/geometry";
  35517. import { Skeleton } from "babylonjs/Bones/skeleton";
  35518. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35519. import { AssetContainer } from "babylonjs/assetContainer";
  35520. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35521. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35522. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35523. import { Material } from "babylonjs/Materials/material";
  35524. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35525. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35526. import { Camera } from "babylonjs/Cameras/camera";
  35527. import { Light } from "babylonjs/Lights/light";
  35528. import { Node } from "babylonjs/node";
  35529. import { Animation } from "babylonjs/Animations/animation";
  35530. /**
  35531. * Defines how the parser contract is defined.
  35532. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35533. */
  35534. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35535. /**
  35536. * Defines how the individual parser contract is defined.
  35537. * These parser can parse an individual asset
  35538. */
  35539. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35540. /**
  35541. * Base class of the scene acting as a container for the different elements composing a scene.
  35542. * This class is dynamically extended by the different components of the scene increasing
  35543. * flexibility and reducing coupling
  35544. */
  35545. export abstract class AbstractScene {
  35546. /**
  35547. * Stores the list of available parsers in the application.
  35548. */
  35549. private static _BabylonFileParsers;
  35550. /**
  35551. * Stores the list of available individual parsers in the application.
  35552. */
  35553. private static _IndividualBabylonFileParsers;
  35554. /**
  35555. * Adds a parser in the list of available ones
  35556. * @param name Defines the name of the parser
  35557. * @param parser Defines the parser to add
  35558. */
  35559. static AddParser(name: string, parser: BabylonFileParser): void;
  35560. /**
  35561. * Gets a general parser from the list of avaialble ones
  35562. * @param name Defines the name of the parser
  35563. * @returns the requested parser or null
  35564. */
  35565. static GetParser(name: string): Nullable<BabylonFileParser>;
  35566. /**
  35567. * Adds n individual parser in the list of available ones
  35568. * @param name Defines the name of the parser
  35569. * @param parser Defines the parser to add
  35570. */
  35571. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35572. /**
  35573. * Gets an individual parser from the list of avaialble ones
  35574. * @param name Defines the name of the parser
  35575. * @returns the requested parser or null
  35576. */
  35577. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35578. /**
  35579. * Parser json data and populate both a scene and its associated container object
  35580. * @param jsonData Defines the data to parse
  35581. * @param scene Defines the scene to parse the data for
  35582. * @param container Defines the container attached to the parsing sequence
  35583. * @param rootUrl Defines the root url of the data
  35584. */
  35585. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35586. /**
  35587. * Gets the list of root nodes (ie. nodes with no parent)
  35588. */
  35589. rootNodes: Node[];
  35590. /** All of the cameras added to this scene
  35591. * @see http://doc.babylonjs.com/babylon101/cameras
  35592. */
  35593. cameras: Camera[];
  35594. /**
  35595. * All of the lights added to this scene
  35596. * @see http://doc.babylonjs.com/babylon101/lights
  35597. */
  35598. lights: Light[];
  35599. /**
  35600. * All of the (abstract) meshes added to this scene
  35601. */
  35602. meshes: AbstractMesh[];
  35603. /**
  35604. * The list of skeletons added to the scene
  35605. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35606. */
  35607. skeletons: Skeleton[];
  35608. /**
  35609. * All of the particle systems added to this scene
  35610. * @see http://doc.babylonjs.com/babylon101/particles
  35611. */
  35612. particleSystems: IParticleSystem[];
  35613. /**
  35614. * Gets a list of Animations associated with the scene
  35615. */
  35616. animations: Animation[];
  35617. /**
  35618. * All of the animation groups added to this scene
  35619. * @see http://doc.babylonjs.com/how_to/group
  35620. */
  35621. animationGroups: AnimationGroup[];
  35622. /**
  35623. * All of the multi-materials added to this scene
  35624. * @see http://doc.babylonjs.com/how_to/multi_materials
  35625. */
  35626. multiMaterials: MultiMaterial[];
  35627. /**
  35628. * All of the materials added to this scene
  35629. * In the context of a Scene, it is not supposed to be modified manually.
  35630. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35631. * Note also that the order of the Material wihin the array is not significant and might change.
  35632. * @see http://doc.babylonjs.com/babylon101/materials
  35633. */
  35634. materials: Material[];
  35635. /**
  35636. * The list of morph target managers added to the scene
  35637. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35638. */
  35639. morphTargetManagers: MorphTargetManager[];
  35640. /**
  35641. * The list of geometries used in the scene.
  35642. */
  35643. geometries: Geometry[];
  35644. /**
  35645. * All of the tranform nodes added to this scene
  35646. * In the context of a Scene, it is not supposed to be modified manually.
  35647. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35648. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35649. * @see http://doc.babylonjs.com/how_to/transformnode
  35650. */
  35651. transformNodes: TransformNode[];
  35652. /**
  35653. * ActionManagers available on the scene.
  35654. */
  35655. actionManagers: AbstractActionManager[];
  35656. /**
  35657. * Textures to keep.
  35658. */
  35659. textures: BaseTexture[];
  35660. /**
  35661. * Environment texture for the scene
  35662. */
  35663. environmentTexture: Nullable<BaseTexture>;
  35664. }
  35665. }
  35666. declare module "babylonjs/Audio/sound" {
  35667. import { Observable } from "babylonjs/Misc/observable";
  35668. import { Vector3 } from "babylonjs/Maths/math.vector";
  35669. import { Nullable } from "babylonjs/types";
  35670. import { Scene } from "babylonjs/scene";
  35671. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35672. /**
  35673. * Interface used to define options for Sound class
  35674. */
  35675. export interface ISoundOptions {
  35676. /**
  35677. * Does the sound autoplay once loaded.
  35678. */
  35679. autoplay?: boolean;
  35680. /**
  35681. * Does the sound loop after it finishes playing once.
  35682. */
  35683. loop?: boolean;
  35684. /**
  35685. * Sound's volume
  35686. */
  35687. volume?: number;
  35688. /**
  35689. * Is it a spatial sound?
  35690. */
  35691. spatialSound?: boolean;
  35692. /**
  35693. * Maximum distance to hear that sound
  35694. */
  35695. maxDistance?: number;
  35696. /**
  35697. * Uses user defined attenuation function
  35698. */
  35699. useCustomAttenuation?: boolean;
  35700. /**
  35701. * Define the roll off factor of spatial sounds.
  35702. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35703. */
  35704. rolloffFactor?: number;
  35705. /**
  35706. * Define the reference distance the sound should be heard perfectly.
  35707. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35708. */
  35709. refDistance?: number;
  35710. /**
  35711. * Define the distance attenuation model the sound will follow.
  35712. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35713. */
  35714. distanceModel?: string;
  35715. /**
  35716. * Defines the playback speed (1 by default)
  35717. */
  35718. playbackRate?: number;
  35719. /**
  35720. * Defines if the sound is from a streaming source
  35721. */
  35722. streaming?: boolean;
  35723. /**
  35724. * Defines an optional length (in seconds) inside the sound file
  35725. */
  35726. length?: number;
  35727. /**
  35728. * Defines an optional offset (in seconds) inside the sound file
  35729. */
  35730. offset?: number;
  35731. /**
  35732. * If true, URLs will not be required to state the audio file codec to use.
  35733. */
  35734. skipCodecCheck?: boolean;
  35735. }
  35736. /**
  35737. * Defines a sound that can be played in the application.
  35738. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35739. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35740. */
  35741. export class Sound {
  35742. /**
  35743. * The name of the sound in the scene.
  35744. */
  35745. name: string;
  35746. /**
  35747. * Does the sound autoplay once loaded.
  35748. */
  35749. autoplay: boolean;
  35750. /**
  35751. * Does the sound loop after it finishes playing once.
  35752. */
  35753. loop: boolean;
  35754. /**
  35755. * Does the sound use a custom attenuation curve to simulate the falloff
  35756. * happening when the source gets further away from the camera.
  35757. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35758. */
  35759. useCustomAttenuation: boolean;
  35760. /**
  35761. * The sound track id this sound belongs to.
  35762. */
  35763. soundTrackId: number;
  35764. /**
  35765. * Is this sound currently played.
  35766. */
  35767. isPlaying: boolean;
  35768. /**
  35769. * Is this sound currently paused.
  35770. */
  35771. isPaused: boolean;
  35772. /**
  35773. * Does this sound enables spatial sound.
  35774. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35775. */
  35776. spatialSound: boolean;
  35777. /**
  35778. * Define the reference distance the sound should be heard perfectly.
  35779. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35780. */
  35781. refDistance: number;
  35782. /**
  35783. * Define the roll off factor of spatial sounds.
  35784. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35785. */
  35786. rolloffFactor: number;
  35787. /**
  35788. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35789. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35790. */
  35791. maxDistance: number;
  35792. /**
  35793. * Define the distance attenuation model the sound will follow.
  35794. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35795. */
  35796. distanceModel: string;
  35797. /**
  35798. * @hidden
  35799. * Back Compat
  35800. **/
  35801. onended: () => any;
  35802. /**
  35803. * Observable event when the current playing sound finishes.
  35804. */
  35805. onEndedObservable: Observable<Sound>;
  35806. private _panningModel;
  35807. private _playbackRate;
  35808. private _streaming;
  35809. private _startTime;
  35810. private _startOffset;
  35811. private _position;
  35812. /** @hidden */
  35813. _positionInEmitterSpace: boolean;
  35814. private _localDirection;
  35815. private _volume;
  35816. private _isReadyToPlay;
  35817. private _isDirectional;
  35818. private _readyToPlayCallback;
  35819. private _audioBuffer;
  35820. private _soundSource;
  35821. private _streamingSource;
  35822. private _soundPanner;
  35823. private _soundGain;
  35824. private _inputAudioNode;
  35825. private _outputAudioNode;
  35826. private _coneInnerAngle;
  35827. private _coneOuterAngle;
  35828. private _coneOuterGain;
  35829. private _scene;
  35830. private _connectedTransformNode;
  35831. private _customAttenuationFunction;
  35832. private _registerFunc;
  35833. private _isOutputConnected;
  35834. private _htmlAudioElement;
  35835. private _urlType;
  35836. private _length?;
  35837. private _offset?;
  35838. /** @hidden */
  35839. static _SceneComponentInitialization: (scene: Scene) => void;
  35840. /**
  35841. * Create a sound and attach it to a scene
  35842. * @param name Name of your sound
  35843. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35844. * @param scene defines the scene the sound belongs to
  35845. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35846. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35847. */
  35848. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35849. /**
  35850. * Release the sound and its associated resources
  35851. */
  35852. dispose(): void;
  35853. /**
  35854. * Gets if the sounds is ready to be played or not.
  35855. * @returns true if ready, otherwise false
  35856. */
  35857. isReady(): boolean;
  35858. private _soundLoaded;
  35859. /**
  35860. * Sets the data of the sound from an audiobuffer
  35861. * @param audioBuffer The audioBuffer containing the data
  35862. */
  35863. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35864. /**
  35865. * Updates the current sounds options such as maxdistance, loop...
  35866. * @param options A JSON object containing values named as the object properties
  35867. */
  35868. updateOptions(options: ISoundOptions): void;
  35869. private _createSpatialParameters;
  35870. private _updateSpatialParameters;
  35871. /**
  35872. * Switch the panning model to HRTF:
  35873. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35874. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35875. */
  35876. switchPanningModelToHRTF(): void;
  35877. /**
  35878. * Switch the panning model to Equal Power:
  35879. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35880. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35881. */
  35882. switchPanningModelToEqualPower(): void;
  35883. private _switchPanningModel;
  35884. /**
  35885. * Connect this sound to a sound track audio node like gain...
  35886. * @param soundTrackAudioNode the sound track audio node to connect to
  35887. */
  35888. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35889. /**
  35890. * Transform this sound into a directional source
  35891. * @param coneInnerAngle Size of the inner cone in degree
  35892. * @param coneOuterAngle Size of the outer cone in degree
  35893. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35894. */
  35895. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35896. /**
  35897. * Gets or sets the inner angle for the directional cone.
  35898. */
  35899. /**
  35900. * Gets or sets the inner angle for the directional cone.
  35901. */
  35902. directionalConeInnerAngle: number;
  35903. /**
  35904. * Gets or sets the outer angle for the directional cone.
  35905. */
  35906. /**
  35907. * Gets or sets the outer angle for the directional cone.
  35908. */
  35909. directionalConeOuterAngle: number;
  35910. /**
  35911. * Sets the position of the emitter if spatial sound is enabled
  35912. * @param newPosition Defines the new posisiton
  35913. */
  35914. setPosition(newPosition: Vector3): void;
  35915. /**
  35916. * Sets the local direction of the emitter if spatial sound is enabled
  35917. * @param newLocalDirection Defines the new local direction
  35918. */
  35919. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35920. private _updateDirection;
  35921. /** @hidden */
  35922. updateDistanceFromListener(): void;
  35923. /**
  35924. * Sets a new custom attenuation function for the sound.
  35925. * @param callback Defines the function used for the attenuation
  35926. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35927. */
  35928. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35929. /**
  35930. * Play the sound
  35931. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35932. * @param offset (optional) Start the sound at a specific time in seconds
  35933. * @param length (optional) Sound duration (in seconds)
  35934. */
  35935. play(time?: number, offset?: number, length?: number): void;
  35936. private _onended;
  35937. /**
  35938. * Stop the sound
  35939. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35940. */
  35941. stop(time?: number): void;
  35942. /**
  35943. * Put the sound in pause
  35944. */
  35945. pause(): void;
  35946. /**
  35947. * Sets a dedicated volume for this sounds
  35948. * @param newVolume Define the new volume of the sound
  35949. * @param time Define time for gradual change to new volume
  35950. */
  35951. setVolume(newVolume: number, time?: number): void;
  35952. /**
  35953. * Set the sound play back rate
  35954. * @param newPlaybackRate Define the playback rate the sound should be played at
  35955. */
  35956. setPlaybackRate(newPlaybackRate: number): void;
  35957. /**
  35958. * Gets the volume of the sound.
  35959. * @returns the volume of the sound
  35960. */
  35961. getVolume(): number;
  35962. /**
  35963. * Attach the sound to a dedicated mesh
  35964. * @param transformNode The transform node to connect the sound with
  35965. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35966. */
  35967. attachToMesh(transformNode: TransformNode): void;
  35968. /**
  35969. * Detach the sound from the previously attached mesh
  35970. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35971. */
  35972. detachFromMesh(): void;
  35973. private _onRegisterAfterWorldMatrixUpdate;
  35974. /**
  35975. * Clone the current sound in the scene.
  35976. * @returns the new sound clone
  35977. */
  35978. clone(): Nullable<Sound>;
  35979. /**
  35980. * Gets the current underlying audio buffer containing the data
  35981. * @returns the audio buffer
  35982. */
  35983. getAudioBuffer(): Nullable<AudioBuffer>;
  35984. /**
  35985. * Serializes the Sound in a JSON representation
  35986. * @returns the JSON representation of the sound
  35987. */
  35988. serialize(): any;
  35989. /**
  35990. * Parse a JSON representation of a sound to innstantiate in a given scene
  35991. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35992. * @param scene Define the scene the new parsed sound should be created in
  35993. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35994. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35995. * @returns the newly parsed sound
  35996. */
  35997. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35998. }
  35999. }
  36000. declare module "babylonjs/Actions/directAudioActions" {
  36001. import { Action } from "babylonjs/Actions/action";
  36002. import { Condition } from "babylonjs/Actions/condition";
  36003. import { Sound } from "babylonjs/Audio/sound";
  36004. /**
  36005. * This defines an action helpful to play a defined sound on a triggered action.
  36006. */
  36007. export class PlaySoundAction extends Action {
  36008. private _sound;
  36009. /**
  36010. * Instantiate the action
  36011. * @param triggerOptions defines the trigger options
  36012. * @param sound defines the sound to play
  36013. * @param condition defines the trigger related conditions
  36014. */
  36015. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36016. /** @hidden */
  36017. _prepare(): void;
  36018. /**
  36019. * Execute the action and play the sound.
  36020. */
  36021. execute(): void;
  36022. /**
  36023. * Serializes the actions and its related information.
  36024. * @param parent defines the object to serialize in
  36025. * @returns the serialized object
  36026. */
  36027. serialize(parent: any): any;
  36028. }
  36029. /**
  36030. * This defines an action helpful to stop a defined sound on a triggered action.
  36031. */
  36032. export class StopSoundAction extends Action {
  36033. private _sound;
  36034. /**
  36035. * Instantiate the action
  36036. * @param triggerOptions defines the trigger options
  36037. * @param sound defines the sound to stop
  36038. * @param condition defines the trigger related conditions
  36039. */
  36040. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36041. /** @hidden */
  36042. _prepare(): void;
  36043. /**
  36044. * Execute the action and stop the sound.
  36045. */
  36046. execute(): void;
  36047. /**
  36048. * Serializes the actions and its related information.
  36049. * @param parent defines the object to serialize in
  36050. * @returns the serialized object
  36051. */
  36052. serialize(parent: any): any;
  36053. }
  36054. }
  36055. declare module "babylonjs/Actions/interpolateValueAction" {
  36056. import { Action } from "babylonjs/Actions/action";
  36057. import { Condition } from "babylonjs/Actions/condition";
  36058. import { Observable } from "babylonjs/Misc/observable";
  36059. /**
  36060. * This defines an action responsible to change the value of a property
  36061. * by interpolating between its current value and the newly set one once triggered.
  36062. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36063. */
  36064. export class InterpolateValueAction extends Action {
  36065. /**
  36066. * Defines the path of the property where the value should be interpolated
  36067. */
  36068. propertyPath: string;
  36069. /**
  36070. * Defines the target value at the end of the interpolation.
  36071. */
  36072. value: any;
  36073. /**
  36074. * Defines the time it will take for the property to interpolate to the value.
  36075. */
  36076. duration: number;
  36077. /**
  36078. * Defines if the other scene animations should be stopped when the action has been triggered
  36079. */
  36080. stopOtherAnimations?: boolean;
  36081. /**
  36082. * Defines a callback raised once the interpolation animation has been done.
  36083. */
  36084. onInterpolationDone?: () => void;
  36085. /**
  36086. * Observable triggered once the interpolation animation has been done.
  36087. */
  36088. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36089. private _target;
  36090. private _effectiveTarget;
  36091. private _property;
  36092. /**
  36093. * Instantiate the action
  36094. * @param triggerOptions defines the trigger options
  36095. * @param target defines the object containing the value to interpolate
  36096. * @param propertyPath defines the path to the property in the target object
  36097. * @param value defines the target value at the end of the interpolation
  36098. * @param duration deines the time it will take for the property to interpolate to the value.
  36099. * @param condition defines the trigger related conditions
  36100. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36101. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36102. */
  36103. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36104. /** @hidden */
  36105. _prepare(): void;
  36106. /**
  36107. * Execute the action starts the value interpolation.
  36108. */
  36109. execute(): void;
  36110. /**
  36111. * Serializes the actions and its related information.
  36112. * @param parent defines the object to serialize in
  36113. * @returns the serialized object
  36114. */
  36115. serialize(parent: any): any;
  36116. }
  36117. }
  36118. declare module "babylonjs/Actions/index" {
  36119. export * from "babylonjs/Actions/abstractActionManager";
  36120. export * from "babylonjs/Actions/action";
  36121. export * from "babylonjs/Actions/actionEvent";
  36122. export * from "babylonjs/Actions/actionManager";
  36123. export * from "babylonjs/Actions/condition";
  36124. export * from "babylonjs/Actions/directActions";
  36125. export * from "babylonjs/Actions/directAudioActions";
  36126. export * from "babylonjs/Actions/interpolateValueAction";
  36127. }
  36128. declare module "babylonjs/Animations/index" {
  36129. export * from "babylonjs/Animations/animatable";
  36130. export * from "babylonjs/Animations/animation";
  36131. export * from "babylonjs/Animations/animationGroup";
  36132. export * from "babylonjs/Animations/animationPropertiesOverride";
  36133. export * from "babylonjs/Animations/easing";
  36134. export * from "babylonjs/Animations/runtimeAnimation";
  36135. export * from "babylonjs/Animations/animationEvent";
  36136. export * from "babylonjs/Animations/animationGroup";
  36137. export * from "babylonjs/Animations/animationKey";
  36138. export * from "babylonjs/Animations/animationRange";
  36139. export * from "babylonjs/Animations/animatable.interface";
  36140. }
  36141. declare module "babylonjs/Audio/soundTrack" {
  36142. import { Sound } from "babylonjs/Audio/sound";
  36143. import { Analyser } from "babylonjs/Audio/analyser";
  36144. import { Scene } from "babylonjs/scene";
  36145. /**
  36146. * Options allowed during the creation of a sound track.
  36147. */
  36148. export interface ISoundTrackOptions {
  36149. /**
  36150. * The volume the sound track should take during creation
  36151. */
  36152. volume?: number;
  36153. /**
  36154. * Define if the sound track is the main sound track of the scene
  36155. */
  36156. mainTrack?: boolean;
  36157. }
  36158. /**
  36159. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36160. * It will be also used in a future release to apply effects on a specific track.
  36161. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36162. */
  36163. export class SoundTrack {
  36164. /**
  36165. * The unique identifier of the sound track in the scene.
  36166. */
  36167. id: number;
  36168. /**
  36169. * The list of sounds included in the sound track.
  36170. */
  36171. soundCollection: Array<Sound>;
  36172. private _outputAudioNode;
  36173. private _scene;
  36174. private _isMainTrack;
  36175. private _connectedAnalyser;
  36176. private _options;
  36177. private _isInitialized;
  36178. /**
  36179. * Creates a new sound track.
  36180. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36181. * @param scene Define the scene the sound track belongs to
  36182. * @param options
  36183. */
  36184. constructor(scene: Scene, options?: ISoundTrackOptions);
  36185. private _initializeSoundTrackAudioGraph;
  36186. /**
  36187. * Release the sound track and its associated resources
  36188. */
  36189. dispose(): void;
  36190. /**
  36191. * Adds a sound to this sound track
  36192. * @param sound define the cound to add
  36193. * @ignoreNaming
  36194. */
  36195. AddSound(sound: Sound): void;
  36196. /**
  36197. * Removes a sound to this sound track
  36198. * @param sound define the cound to remove
  36199. * @ignoreNaming
  36200. */
  36201. RemoveSound(sound: Sound): void;
  36202. /**
  36203. * Set a global volume for the full sound track.
  36204. * @param newVolume Define the new volume of the sound track
  36205. */
  36206. setVolume(newVolume: number): void;
  36207. /**
  36208. * Switch the panning model to HRTF:
  36209. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36210. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36211. */
  36212. switchPanningModelToHRTF(): void;
  36213. /**
  36214. * Switch the panning model to Equal Power:
  36215. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36216. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36217. */
  36218. switchPanningModelToEqualPower(): void;
  36219. /**
  36220. * Connect the sound track to an audio analyser allowing some amazing
  36221. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36222. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36223. * @param analyser The analyser to connect to the engine
  36224. */
  36225. connectToAnalyser(analyser: Analyser): void;
  36226. }
  36227. }
  36228. declare module "babylonjs/Audio/audioSceneComponent" {
  36229. import { Sound } from "babylonjs/Audio/sound";
  36230. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36231. import { Nullable } from "babylonjs/types";
  36232. import { Vector3 } from "babylonjs/Maths/math.vector";
  36233. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36234. import { Scene } from "babylonjs/scene";
  36235. import { AbstractScene } from "babylonjs/abstractScene";
  36236. import "babylonjs/Audio/audioEngine";
  36237. module "babylonjs/abstractScene" {
  36238. interface AbstractScene {
  36239. /**
  36240. * The list of sounds used in the scene.
  36241. */
  36242. sounds: Nullable<Array<Sound>>;
  36243. }
  36244. }
  36245. module "babylonjs/scene" {
  36246. interface Scene {
  36247. /**
  36248. * @hidden
  36249. * Backing field
  36250. */
  36251. _mainSoundTrack: SoundTrack;
  36252. /**
  36253. * The main sound track played by the scene.
  36254. * It cotains your primary collection of sounds.
  36255. */
  36256. mainSoundTrack: SoundTrack;
  36257. /**
  36258. * The list of sound tracks added to the scene
  36259. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36260. */
  36261. soundTracks: Nullable<Array<SoundTrack>>;
  36262. /**
  36263. * Gets a sound using a given name
  36264. * @param name defines the name to search for
  36265. * @return the found sound or null if not found at all.
  36266. */
  36267. getSoundByName(name: string): Nullable<Sound>;
  36268. /**
  36269. * Gets or sets if audio support is enabled
  36270. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36271. */
  36272. audioEnabled: boolean;
  36273. /**
  36274. * Gets or sets if audio will be output to headphones
  36275. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36276. */
  36277. headphone: boolean;
  36278. /**
  36279. * Gets or sets custom audio listener position provider
  36280. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36281. */
  36282. audioListenerPositionProvider: Nullable<() => Vector3>;
  36283. }
  36284. }
  36285. /**
  36286. * Defines the sound scene component responsible to manage any sounds
  36287. * in a given scene.
  36288. */
  36289. export class AudioSceneComponent implements ISceneSerializableComponent {
  36290. /**
  36291. * The component name helpfull to identify the component in the list of scene components.
  36292. */
  36293. readonly name: string;
  36294. /**
  36295. * The scene the component belongs to.
  36296. */
  36297. scene: Scene;
  36298. private _audioEnabled;
  36299. /**
  36300. * Gets whether audio is enabled or not.
  36301. * Please use related enable/disable method to switch state.
  36302. */
  36303. readonly audioEnabled: boolean;
  36304. private _headphone;
  36305. /**
  36306. * Gets whether audio is outputing to headphone or not.
  36307. * Please use the according Switch methods to change output.
  36308. */
  36309. readonly headphone: boolean;
  36310. private _audioListenerPositionProvider;
  36311. /**
  36312. * Gets the current audio listener position provider
  36313. */
  36314. /**
  36315. * Sets a custom listener position for all sounds in the scene
  36316. * By default, this is the position of the first active camera
  36317. */
  36318. audioListenerPositionProvider: Nullable<() => Vector3>;
  36319. /**
  36320. * Creates a new instance of the component for the given scene
  36321. * @param scene Defines the scene to register the component in
  36322. */
  36323. constructor(scene: Scene);
  36324. /**
  36325. * Registers the component in a given scene
  36326. */
  36327. register(): void;
  36328. /**
  36329. * Rebuilds the elements related to this component in case of
  36330. * context lost for instance.
  36331. */
  36332. rebuild(): void;
  36333. /**
  36334. * Serializes the component data to the specified json object
  36335. * @param serializationObject The object to serialize to
  36336. */
  36337. serialize(serializationObject: any): void;
  36338. /**
  36339. * Adds all the elements from the container to the scene
  36340. * @param container the container holding the elements
  36341. */
  36342. addFromContainer(container: AbstractScene): void;
  36343. /**
  36344. * Removes all the elements in the container from the scene
  36345. * @param container contains the elements to remove
  36346. * @param dispose if the removed element should be disposed (default: false)
  36347. */
  36348. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36349. /**
  36350. * Disposes the component and the associated ressources.
  36351. */
  36352. dispose(): void;
  36353. /**
  36354. * Disables audio in the associated scene.
  36355. */
  36356. disableAudio(): void;
  36357. /**
  36358. * Enables audio in the associated scene.
  36359. */
  36360. enableAudio(): void;
  36361. /**
  36362. * Switch audio to headphone output.
  36363. */
  36364. switchAudioModeForHeadphones(): void;
  36365. /**
  36366. * Switch audio to normal speakers.
  36367. */
  36368. switchAudioModeForNormalSpeakers(): void;
  36369. private _afterRender;
  36370. }
  36371. }
  36372. declare module "babylonjs/Audio/weightedsound" {
  36373. import { Sound } from "babylonjs/Audio/sound";
  36374. /**
  36375. * Wraps one or more Sound objects and selects one with random weight for playback.
  36376. */
  36377. export class WeightedSound {
  36378. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36379. loop: boolean;
  36380. private _coneInnerAngle;
  36381. private _coneOuterAngle;
  36382. private _volume;
  36383. /** A Sound is currently playing. */
  36384. isPlaying: boolean;
  36385. /** A Sound is currently paused. */
  36386. isPaused: boolean;
  36387. private _sounds;
  36388. private _weights;
  36389. private _currentIndex?;
  36390. /**
  36391. * Creates a new WeightedSound from the list of sounds given.
  36392. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36393. * @param sounds Array of Sounds that will be selected from.
  36394. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36395. */
  36396. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36397. /**
  36398. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36399. */
  36400. /**
  36401. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36402. */
  36403. directionalConeInnerAngle: number;
  36404. /**
  36405. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36406. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36407. */
  36408. /**
  36409. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36410. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36411. */
  36412. directionalConeOuterAngle: number;
  36413. /**
  36414. * Playback volume.
  36415. */
  36416. /**
  36417. * Playback volume.
  36418. */
  36419. volume: number;
  36420. private _onended;
  36421. /**
  36422. * Suspend playback
  36423. */
  36424. pause(): void;
  36425. /**
  36426. * Stop playback
  36427. */
  36428. stop(): void;
  36429. /**
  36430. * Start playback.
  36431. * @param startOffset Position the clip head at a specific time in seconds.
  36432. */
  36433. play(startOffset?: number): void;
  36434. }
  36435. }
  36436. declare module "babylonjs/Audio/index" {
  36437. export * from "babylonjs/Audio/analyser";
  36438. export * from "babylonjs/Audio/audioEngine";
  36439. export * from "babylonjs/Audio/audioSceneComponent";
  36440. export * from "babylonjs/Audio/sound";
  36441. export * from "babylonjs/Audio/soundTrack";
  36442. export * from "babylonjs/Audio/weightedsound";
  36443. }
  36444. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36445. import { Behavior } from "babylonjs/Behaviors/behavior";
  36446. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36447. import { BackEase } from "babylonjs/Animations/easing";
  36448. /**
  36449. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36450. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36451. */
  36452. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36453. /**
  36454. * Gets the name of the behavior.
  36455. */
  36456. readonly name: string;
  36457. /**
  36458. * The easing function used by animations
  36459. */
  36460. static EasingFunction: BackEase;
  36461. /**
  36462. * The easing mode used by animations
  36463. */
  36464. static EasingMode: number;
  36465. /**
  36466. * The duration of the animation, in milliseconds
  36467. */
  36468. transitionDuration: number;
  36469. /**
  36470. * Length of the distance animated by the transition when lower radius is reached
  36471. */
  36472. lowerRadiusTransitionRange: number;
  36473. /**
  36474. * Length of the distance animated by the transition when upper radius is reached
  36475. */
  36476. upperRadiusTransitionRange: number;
  36477. private _autoTransitionRange;
  36478. /**
  36479. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36480. */
  36481. /**
  36482. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36483. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36484. */
  36485. autoTransitionRange: boolean;
  36486. private _attachedCamera;
  36487. private _onAfterCheckInputsObserver;
  36488. private _onMeshTargetChangedObserver;
  36489. /**
  36490. * Initializes the behavior.
  36491. */
  36492. init(): void;
  36493. /**
  36494. * Attaches the behavior to its arc rotate camera.
  36495. * @param camera Defines the camera to attach the behavior to
  36496. */
  36497. attach(camera: ArcRotateCamera): void;
  36498. /**
  36499. * Detaches the behavior from its current arc rotate camera.
  36500. */
  36501. detach(): void;
  36502. private _radiusIsAnimating;
  36503. private _radiusBounceTransition;
  36504. private _animatables;
  36505. private _cachedWheelPrecision;
  36506. /**
  36507. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36508. * @param radiusLimit The limit to check against.
  36509. * @return Bool to indicate if at limit.
  36510. */
  36511. private _isRadiusAtLimit;
  36512. /**
  36513. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36514. * @param radiusDelta The delta by which to animate to. Can be negative.
  36515. */
  36516. private _applyBoundRadiusAnimation;
  36517. /**
  36518. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36519. */
  36520. protected _clearAnimationLocks(): void;
  36521. /**
  36522. * Stops and removes all animations that have been applied to the camera
  36523. */
  36524. stopAllAnimations(): void;
  36525. }
  36526. }
  36527. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36528. import { Behavior } from "babylonjs/Behaviors/behavior";
  36529. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36530. import { ExponentialEase } from "babylonjs/Animations/easing";
  36531. import { Nullable } from "babylonjs/types";
  36532. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36533. import { Vector3 } from "babylonjs/Maths/math.vector";
  36534. /**
  36535. * 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.
  36536. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36537. */
  36538. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36539. /**
  36540. * Gets the name of the behavior.
  36541. */
  36542. readonly name: string;
  36543. private _mode;
  36544. private _radiusScale;
  36545. private _positionScale;
  36546. private _defaultElevation;
  36547. private _elevationReturnTime;
  36548. private _elevationReturnWaitTime;
  36549. private _zoomStopsAnimation;
  36550. private _framingTime;
  36551. /**
  36552. * The easing function used by animations
  36553. */
  36554. static EasingFunction: ExponentialEase;
  36555. /**
  36556. * The easing mode used by animations
  36557. */
  36558. static EasingMode: number;
  36559. /**
  36560. * Sets the current mode used by the behavior
  36561. */
  36562. /**
  36563. * Gets current mode used by the behavior.
  36564. */
  36565. mode: number;
  36566. /**
  36567. * Sets the scale applied to the radius (1 by default)
  36568. */
  36569. /**
  36570. * Gets the scale applied to the radius
  36571. */
  36572. radiusScale: number;
  36573. /**
  36574. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36575. */
  36576. /**
  36577. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36578. */
  36579. positionScale: number;
  36580. /**
  36581. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36582. * behaviour is triggered, in radians.
  36583. */
  36584. /**
  36585. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36586. * behaviour is triggered, in radians.
  36587. */
  36588. defaultElevation: number;
  36589. /**
  36590. * Sets the time (in milliseconds) taken to return to the default beta position.
  36591. * Negative value indicates camera should not return to default.
  36592. */
  36593. /**
  36594. * Gets the time (in milliseconds) taken to return to the default beta position.
  36595. * Negative value indicates camera should not return to default.
  36596. */
  36597. elevationReturnTime: number;
  36598. /**
  36599. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36600. */
  36601. /**
  36602. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36603. */
  36604. elevationReturnWaitTime: number;
  36605. /**
  36606. * Sets the flag that indicates if user zooming should stop animation.
  36607. */
  36608. /**
  36609. * Gets the flag that indicates if user zooming should stop animation.
  36610. */
  36611. zoomStopsAnimation: boolean;
  36612. /**
  36613. * Sets the transition time when framing the mesh, in milliseconds
  36614. */
  36615. /**
  36616. * Gets the transition time when framing the mesh, in milliseconds
  36617. */
  36618. framingTime: number;
  36619. /**
  36620. * Define if the behavior should automatically change the configured
  36621. * camera limits and sensibilities.
  36622. */
  36623. autoCorrectCameraLimitsAndSensibility: boolean;
  36624. private _onPrePointerObservableObserver;
  36625. private _onAfterCheckInputsObserver;
  36626. private _onMeshTargetChangedObserver;
  36627. private _attachedCamera;
  36628. private _isPointerDown;
  36629. private _lastInteractionTime;
  36630. /**
  36631. * Initializes the behavior.
  36632. */
  36633. init(): void;
  36634. /**
  36635. * Attaches the behavior to its arc rotate camera.
  36636. * @param camera Defines the camera to attach the behavior to
  36637. */
  36638. attach(camera: ArcRotateCamera): void;
  36639. /**
  36640. * Detaches the behavior from its current arc rotate camera.
  36641. */
  36642. detach(): void;
  36643. private _animatables;
  36644. private _betaIsAnimating;
  36645. private _betaTransition;
  36646. private _radiusTransition;
  36647. private _vectorTransition;
  36648. /**
  36649. * Targets the given mesh and updates zoom level accordingly.
  36650. * @param mesh The mesh to target.
  36651. * @param radius Optional. If a cached radius position already exists, overrides default.
  36652. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36653. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36654. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36655. */
  36656. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36657. /**
  36658. * Targets the given mesh with its children and updates zoom level accordingly.
  36659. * @param mesh The mesh to target.
  36660. * @param radius Optional. If a cached radius position already exists, overrides default.
  36661. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36662. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36663. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36664. */
  36665. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36666. /**
  36667. * Targets the given meshes with their children and updates zoom level accordingly.
  36668. * @param meshes The mesh to target.
  36669. * @param radius Optional. If a cached radius position already exists, overrides default.
  36670. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36671. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36672. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36673. */
  36674. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36675. /**
  36676. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36677. * @param minimumWorld Determines the smaller position of the bounding box extend
  36678. * @param maximumWorld Determines the bigger position of the bounding box extend
  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. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36683. /**
  36684. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36685. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36686. * frustum width.
  36687. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36688. * to fully enclose the mesh in the viewing frustum.
  36689. */
  36690. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36691. /**
  36692. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36693. * is automatically returned to its default position (expected to be above ground plane).
  36694. */
  36695. private _maintainCameraAboveGround;
  36696. /**
  36697. * Returns the frustum slope based on the canvas ratio and camera FOV
  36698. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36699. */
  36700. private _getFrustumSlope;
  36701. /**
  36702. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36703. */
  36704. private _clearAnimationLocks;
  36705. /**
  36706. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36707. */
  36708. private _applyUserInteraction;
  36709. /**
  36710. * Stops and removes all animations that have been applied to the camera
  36711. */
  36712. stopAllAnimations(): void;
  36713. /**
  36714. * Gets a value indicating if the user is moving the camera
  36715. */
  36716. readonly isUserIsMoving: boolean;
  36717. /**
  36718. * The camera can move all the way towards the mesh.
  36719. */
  36720. static IgnoreBoundsSizeMode: number;
  36721. /**
  36722. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36723. */
  36724. static FitFrustumSidesMode: number;
  36725. }
  36726. }
  36727. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36728. import { Nullable } from "babylonjs/types";
  36729. import { Camera } from "babylonjs/Cameras/camera";
  36730. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36731. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36732. /**
  36733. * Base class for Camera Pointer Inputs.
  36734. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36735. * for example usage.
  36736. */
  36737. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36738. /**
  36739. * Defines the camera the input is attached to.
  36740. */
  36741. abstract camera: Camera;
  36742. /**
  36743. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36744. */
  36745. protected _altKey: boolean;
  36746. protected _ctrlKey: boolean;
  36747. protected _metaKey: boolean;
  36748. protected _shiftKey: boolean;
  36749. /**
  36750. * Which mouse buttons were pressed at time of last mouse event.
  36751. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36752. */
  36753. protected _buttonsPressed: number;
  36754. /**
  36755. * Defines the buttons associated with the input to handle camera move.
  36756. */
  36757. buttons: number[];
  36758. /**
  36759. * Attach the input controls to a specific dom element to get the input from.
  36760. * @param element Defines the element the controls should be listened from
  36761. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36762. */
  36763. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36764. /**
  36765. * Detach the current controls from the specified dom element.
  36766. * @param element Defines the element to stop listening the inputs from
  36767. */
  36768. detachControl(element: Nullable<HTMLElement>): void;
  36769. /**
  36770. * Gets the class name of the current input.
  36771. * @returns the class name
  36772. */
  36773. getClassName(): string;
  36774. /**
  36775. * Get the friendly name associated with the input class.
  36776. * @returns the input friendly name
  36777. */
  36778. getSimpleName(): string;
  36779. /**
  36780. * Called on pointer POINTERDOUBLETAP event.
  36781. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36782. */
  36783. protected onDoubleTap(type: string): void;
  36784. /**
  36785. * Called on pointer POINTERMOVE event if only a single touch is active.
  36786. * Override this method to provide functionality.
  36787. */
  36788. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36789. /**
  36790. * Called on pointer POINTERMOVE event if multiple touches are active.
  36791. * Override this method to provide functionality.
  36792. */
  36793. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36794. /**
  36795. * Called on JS contextmenu event.
  36796. * Override this method to provide functionality.
  36797. */
  36798. protected onContextMenu(evt: PointerEvent): void;
  36799. /**
  36800. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36801. * press.
  36802. * Override this method to provide functionality.
  36803. */
  36804. protected onButtonDown(evt: PointerEvent): void;
  36805. /**
  36806. * Called each time a new POINTERUP event occurs. Ie, for each button
  36807. * release.
  36808. * Override this method to provide functionality.
  36809. */
  36810. protected onButtonUp(evt: PointerEvent): void;
  36811. /**
  36812. * Called when window becomes inactive.
  36813. * Override this method to provide functionality.
  36814. */
  36815. protected onLostFocus(): void;
  36816. private _pointerInput;
  36817. private _observer;
  36818. private _onLostFocus;
  36819. private pointA;
  36820. private pointB;
  36821. }
  36822. }
  36823. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36824. import { Nullable } from "babylonjs/types";
  36825. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36826. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36827. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36828. /**
  36829. * Manage the pointers inputs to control an arc rotate camera.
  36830. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36831. */
  36832. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36833. /**
  36834. * Defines the camera the input is attached to.
  36835. */
  36836. camera: ArcRotateCamera;
  36837. /**
  36838. * Gets the class name of the current input.
  36839. * @returns the class name
  36840. */
  36841. getClassName(): string;
  36842. /**
  36843. * Defines the buttons associated with the input to handle camera move.
  36844. */
  36845. buttons: number[];
  36846. /**
  36847. * Defines the pointer angular sensibility along the X axis or how fast is
  36848. * the camera rotating.
  36849. */
  36850. angularSensibilityX: number;
  36851. /**
  36852. * Defines the pointer angular sensibility along the Y axis or how fast is
  36853. * the camera rotating.
  36854. */
  36855. angularSensibilityY: number;
  36856. /**
  36857. * Defines the pointer pinch precision or how fast is the camera zooming.
  36858. */
  36859. pinchPrecision: number;
  36860. /**
  36861. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36862. * from 0.
  36863. * It defines the percentage of current camera.radius to use as delta when
  36864. * pinch zoom is used.
  36865. */
  36866. pinchDeltaPercentage: number;
  36867. /**
  36868. * Defines the pointer panning sensibility or how fast is the camera moving.
  36869. */
  36870. panningSensibility: number;
  36871. /**
  36872. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36873. */
  36874. multiTouchPanning: boolean;
  36875. /**
  36876. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36877. * zoom (pinch) through multitouch.
  36878. */
  36879. multiTouchPanAndZoom: boolean;
  36880. /**
  36881. * Revers pinch action direction.
  36882. */
  36883. pinchInwards: boolean;
  36884. private _isPanClick;
  36885. private _twoFingerActivityCount;
  36886. private _isPinching;
  36887. /**
  36888. * Called on pointer POINTERMOVE event if only a single touch is active.
  36889. */
  36890. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36891. /**
  36892. * Called on pointer POINTERDOUBLETAP event.
  36893. */
  36894. protected onDoubleTap(type: string): void;
  36895. /**
  36896. * Called on pointer POINTERMOVE event if multiple touches are active.
  36897. */
  36898. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36899. /**
  36900. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36901. * press.
  36902. */
  36903. protected onButtonDown(evt: PointerEvent): void;
  36904. /**
  36905. * Called each time a new POINTERUP event occurs. Ie, for each button
  36906. * release.
  36907. */
  36908. protected onButtonUp(evt: PointerEvent): void;
  36909. /**
  36910. * Called when window becomes inactive.
  36911. */
  36912. protected onLostFocus(): void;
  36913. }
  36914. }
  36915. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36916. import { Nullable } from "babylonjs/types";
  36917. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36918. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36919. /**
  36920. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36921. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36922. */
  36923. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36924. /**
  36925. * Defines the camera the input is attached to.
  36926. */
  36927. camera: ArcRotateCamera;
  36928. /**
  36929. * Defines the list of key codes associated with the up action (increase alpha)
  36930. */
  36931. keysUp: number[];
  36932. /**
  36933. * Defines the list of key codes associated with the down action (decrease alpha)
  36934. */
  36935. keysDown: number[];
  36936. /**
  36937. * Defines the list of key codes associated with the left action (increase beta)
  36938. */
  36939. keysLeft: number[];
  36940. /**
  36941. * Defines the list of key codes associated with the right action (decrease beta)
  36942. */
  36943. keysRight: number[];
  36944. /**
  36945. * Defines the list of key codes associated with the reset action.
  36946. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36947. */
  36948. keysReset: number[];
  36949. /**
  36950. * Defines the panning sensibility of the inputs.
  36951. * (How fast is the camera paning)
  36952. */
  36953. panningSensibility: number;
  36954. /**
  36955. * Defines the zooming sensibility of the inputs.
  36956. * (How fast is the camera zooming)
  36957. */
  36958. zoomingSensibility: number;
  36959. /**
  36960. * Defines wether maintaining the alt key down switch the movement mode from
  36961. * orientation to zoom.
  36962. */
  36963. useAltToZoom: boolean;
  36964. /**
  36965. * Rotation speed of the camera
  36966. */
  36967. angularSpeed: number;
  36968. private _keys;
  36969. private _ctrlPressed;
  36970. private _altPressed;
  36971. private _onCanvasBlurObserver;
  36972. private _onKeyboardObserver;
  36973. private _engine;
  36974. private _scene;
  36975. /**
  36976. * Attach the input controls to a specific dom element to get the input from.
  36977. * @param element Defines the element the controls should be listened from
  36978. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36979. */
  36980. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36981. /**
  36982. * Detach the current controls from the specified dom element.
  36983. * @param element Defines the element to stop listening the inputs from
  36984. */
  36985. detachControl(element: Nullable<HTMLElement>): void;
  36986. /**
  36987. * Update the current camera state depending on the inputs that have been used this frame.
  36988. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36989. */
  36990. checkInputs(): void;
  36991. /**
  36992. * Gets the class name of the current intput.
  36993. * @returns the class name
  36994. */
  36995. getClassName(): string;
  36996. /**
  36997. * Get the friendly name associated with the input class.
  36998. * @returns the input friendly name
  36999. */
  37000. getSimpleName(): string;
  37001. }
  37002. }
  37003. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37004. import { Nullable } from "babylonjs/types";
  37005. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37006. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37007. /**
  37008. * Manage the mouse wheel inputs to control an arc rotate camera.
  37009. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37010. */
  37011. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37012. /**
  37013. * Defines the camera the input is attached to.
  37014. */
  37015. camera: ArcRotateCamera;
  37016. /**
  37017. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37018. */
  37019. wheelPrecision: number;
  37020. /**
  37021. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37022. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37023. */
  37024. wheelDeltaPercentage: number;
  37025. private _wheel;
  37026. private _observer;
  37027. private computeDeltaFromMouseWheelLegacyEvent;
  37028. /**
  37029. * Attach the input controls to a specific dom element to get the input from.
  37030. * @param element Defines the element the controls should be listened from
  37031. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37032. */
  37033. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37034. /**
  37035. * Detach the current controls from the specified dom element.
  37036. * @param element Defines the element to stop listening the inputs from
  37037. */
  37038. detachControl(element: Nullable<HTMLElement>): void;
  37039. /**
  37040. * Gets the class name of the current intput.
  37041. * @returns the class name
  37042. */
  37043. getClassName(): string;
  37044. /**
  37045. * Get the friendly name associated with the input class.
  37046. * @returns the input friendly name
  37047. */
  37048. getSimpleName(): string;
  37049. }
  37050. }
  37051. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37052. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37053. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37054. /**
  37055. * Default Inputs manager for the ArcRotateCamera.
  37056. * It groups all the default supported inputs for ease of use.
  37057. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37058. */
  37059. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37060. /**
  37061. * Instantiates a new ArcRotateCameraInputsManager.
  37062. * @param camera Defines the camera the inputs belong to
  37063. */
  37064. constructor(camera: ArcRotateCamera);
  37065. /**
  37066. * Add mouse wheel input support to the input manager.
  37067. * @returns the current input manager
  37068. */
  37069. addMouseWheel(): ArcRotateCameraInputsManager;
  37070. /**
  37071. * Add pointers input support to the input manager.
  37072. * @returns the current input manager
  37073. */
  37074. addPointers(): ArcRotateCameraInputsManager;
  37075. /**
  37076. * Add keyboard input support to the input manager.
  37077. * @returns the current input manager
  37078. */
  37079. addKeyboard(): ArcRotateCameraInputsManager;
  37080. }
  37081. }
  37082. declare module "babylonjs/Cameras/arcRotateCamera" {
  37083. import { Observable } from "babylonjs/Misc/observable";
  37084. import { Nullable } from "babylonjs/types";
  37085. import { Scene } from "babylonjs/scene";
  37086. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37087. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37088. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37089. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37090. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37091. import { Camera } from "babylonjs/Cameras/camera";
  37092. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37093. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37094. import { Collider } from "babylonjs/Collisions/collider";
  37095. /**
  37096. * This represents an orbital type of camera.
  37097. *
  37098. * 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.
  37099. * 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.
  37100. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37101. */
  37102. export class ArcRotateCamera extends TargetCamera {
  37103. /**
  37104. * Defines the rotation angle of the camera along the longitudinal axis.
  37105. */
  37106. alpha: number;
  37107. /**
  37108. * Defines the rotation angle of the camera along the latitudinal axis.
  37109. */
  37110. beta: number;
  37111. /**
  37112. * Defines the radius of the camera from it s target point.
  37113. */
  37114. radius: number;
  37115. protected _target: Vector3;
  37116. protected _targetHost: Nullable<AbstractMesh>;
  37117. /**
  37118. * Defines the target point of the camera.
  37119. * The camera looks towards it form the radius distance.
  37120. */
  37121. target: Vector3;
  37122. /**
  37123. * Define the current local position of the camera in the scene
  37124. */
  37125. position: Vector3;
  37126. protected _upVector: Vector3;
  37127. protected _upToYMatrix: Matrix;
  37128. protected _YToUpMatrix: Matrix;
  37129. /**
  37130. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37131. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37132. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37133. */
  37134. upVector: Vector3;
  37135. /**
  37136. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37137. */
  37138. setMatUp(): void;
  37139. /**
  37140. * Current inertia value on the longitudinal axis.
  37141. * The bigger this number the longer it will take for the camera to stop.
  37142. */
  37143. inertialAlphaOffset: number;
  37144. /**
  37145. * Current inertia value on the latitudinal axis.
  37146. * The bigger this number the longer it will take for the camera to stop.
  37147. */
  37148. inertialBetaOffset: number;
  37149. /**
  37150. * Current inertia value on the radius axis.
  37151. * The bigger this number the longer it will take for the camera to stop.
  37152. */
  37153. inertialRadiusOffset: number;
  37154. /**
  37155. * Minimum allowed angle on the longitudinal axis.
  37156. * This can help limiting how the Camera is able to move in the scene.
  37157. */
  37158. lowerAlphaLimit: Nullable<number>;
  37159. /**
  37160. * Maximum allowed angle on the longitudinal axis.
  37161. * This can help limiting how the Camera is able to move in the scene.
  37162. */
  37163. upperAlphaLimit: Nullable<number>;
  37164. /**
  37165. * Minimum allowed angle on the latitudinal axis.
  37166. * This can help limiting how the Camera is able to move in the scene.
  37167. */
  37168. lowerBetaLimit: number;
  37169. /**
  37170. * Maximum allowed angle on the latitudinal axis.
  37171. * This can help limiting how the Camera is able to move in the scene.
  37172. */
  37173. upperBetaLimit: number;
  37174. /**
  37175. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37176. * This can help limiting how the Camera is able to move in the scene.
  37177. */
  37178. lowerRadiusLimit: Nullable<number>;
  37179. /**
  37180. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37181. * This can help limiting how the Camera is able to move in the scene.
  37182. */
  37183. upperRadiusLimit: Nullable<number>;
  37184. /**
  37185. * Defines the current inertia value used during panning of the camera along the X axis.
  37186. */
  37187. inertialPanningX: number;
  37188. /**
  37189. * Defines the current inertia value used during panning of the camera along the Y axis.
  37190. */
  37191. inertialPanningY: number;
  37192. /**
  37193. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37194. * Basically if your fingers moves away from more than this distance you will be considered
  37195. * in pinch mode.
  37196. */
  37197. pinchToPanMaxDistance: number;
  37198. /**
  37199. * Defines the maximum distance the camera can pan.
  37200. * This could help keeping the cammera always in your scene.
  37201. */
  37202. panningDistanceLimit: Nullable<number>;
  37203. /**
  37204. * Defines the target of the camera before paning.
  37205. */
  37206. panningOriginTarget: Vector3;
  37207. /**
  37208. * Defines the value of the inertia used during panning.
  37209. * 0 would mean stop inertia and one would mean no decelleration at all.
  37210. */
  37211. panningInertia: number;
  37212. /**
  37213. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37214. */
  37215. angularSensibilityX: number;
  37216. /**
  37217. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37218. */
  37219. angularSensibilityY: number;
  37220. /**
  37221. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37222. */
  37223. pinchPrecision: number;
  37224. /**
  37225. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37226. * It will be used instead of pinchDeltaPrecision if different from 0.
  37227. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37228. */
  37229. pinchDeltaPercentage: number;
  37230. /**
  37231. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37232. */
  37233. panningSensibility: number;
  37234. /**
  37235. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37236. */
  37237. keysUp: number[];
  37238. /**
  37239. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37240. */
  37241. keysDown: number[];
  37242. /**
  37243. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37244. */
  37245. keysLeft: number[];
  37246. /**
  37247. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37248. */
  37249. keysRight: number[];
  37250. /**
  37251. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37252. */
  37253. wheelPrecision: number;
  37254. /**
  37255. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37256. * It will be used instead of pinchDeltaPrecision if different from 0.
  37257. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37258. */
  37259. wheelDeltaPercentage: number;
  37260. /**
  37261. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37262. */
  37263. zoomOnFactor: number;
  37264. /**
  37265. * Defines a screen offset for the camera position.
  37266. */
  37267. targetScreenOffset: Vector2;
  37268. /**
  37269. * Allows the camera to be completely reversed.
  37270. * If false the camera can not arrive upside down.
  37271. */
  37272. allowUpsideDown: boolean;
  37273. /**
  37274. * Define if double tap/click is used to restore the previously saved state of the camera.
  37275. */
  37276. useInputToRestoreState: boolean;
  37277. /** @hidden */
  37278. _viewMatrix: Matrix;
  37279. /** @hidden */
  37280. _useCtrlForPanning: boolean;
  37281. /** @hidden */
  37282. _panningMouseButton: number;
  37283. /**
  37284. * Defines the input associated to the camera.
  37285. */
  37286. inputs: ArcRotateCameraInputsManager;
  37287. /** @hidden */
  37288. _reset: () => void;
  37289. /**
  37290. * Defines the allowed panning axis.
  37291. */
  37292. panningAxis: Vector3;
  37293. protected _localDirection: Vector3;
  37294. protected _transformedDirection: Vector3;
  37295. private _bouncingBehavior;
  37296. /**
  37297. * Gets the bouncing behavior of the camera if it has been enabled.
  37298. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37299. */
  37300. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37301. /**
  37302. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37303. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37304. */
  37305. useBouncingBehavior: boolean;
  37306. private _framingBehavior;
  37307. /**
  37308. * Gets the framing behavior of the camera if it has been enabled.
  37309. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37310. */
  37311. readonly framingBehavior: Nullable<FramingBehavior>;
  37312. /**
  37313. * Defines if the framing behavior of the camera is enabled on the camera.
  37314. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37315. */
  37316. useFramingBehavior: boolean;
  37317. private _autoRotationBehavior;
  37318. /**
  37319. * Gets the auto rotation behavior of the camera if it has been enabled.
  37320. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37321. */
  37322. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37323. /**
  37324. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37325. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37326. */
  37327. useAutoRotationBehavior: boolean;
  37328. /**
  37329. * Observable triggered when the mesh target has been changed on the camera.
  37330. */
  37331. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37332. /**
  37333. * Event raised when the camera is colliding with a mesh.
  37334. */
  37335. onCollide: (collidedMesh: AbstractMesh) => void;
  37336. /**
  37337. * Defines whether the camera should check collision with the objects oh the scene.
  37338. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37339. */
  37340. checkCollisions: boolean;
  37341. /**
  37342. * Defines the collision radius of the camera.
  37343. * This simulates a sphere around the camera.
  37344. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37345. */
  37346. collisionRadius: Vector3;
  37347. protected _collider: Collider;
  37348. protected _previousPosition: Vector3;
  37349. protected _collisionVelocity: Vector3;
  37350. protected _newPosition: Vector3;
  37351. protected _previousAlpha: number;
  37352. protected _previousBeta: number;
  37353. protected _previousRadius: number;
  37354. protected _collisionTriggered: boolean;
  37355. protected _targetBoundingCenter: Nullable<Vector3>;
  37356. private _computationVector;
  37357. /**
  37358. * Instantiates a new ArcRotateCamera in a given scene
  37359. * @param name Defines the name of the camera
  37360. * @param alpha Defines the camera rotation along the logitudinal axis
  37361. * @param beta Defines the camera rotation along the latitudinal axis
  37362. * @param radius Defines the camera distance from its target
  37363. * @param target Defines the camera target
  37364. * @param scene Defines the scene the camera belongs to
  37365. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37366. */
  37367. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37368. /** @hidden */
  37369. _initCache(): void;
  37370. /** @hidden */
  37371. _updateCache(ignoreParentClass?: boolean): void;
  37372. protected _getTargetPosition(): Vector3;
  37373. private _storedAlpha;
  37374. private _storedBeta;
  37375. private _storedRadius;
  37376. private _storedTarget;
  37377. private _storedTargetScreenOffset;
  37378. /**
  37379. * Stores the current state of the camera (alpha, beta, radius and target)
  37380. * @returns the camera itself
  37381. */
  37382. storeState(): Camera;
  37383. /**
  37384. * @hidden
  37385. * Restored camera state. You must call storeState() first
  37386. */
  37387. _restoreStateValues(): boolean;
  37388. /** @hidden */
  37389. _isSynchronizedViewMatrix(): boolean;
  37390. /**
  37391. * Attached controls to the current camera.
  37392. * @param element Defines the element the controls should be listened from
  37393. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37394. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37395. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37396. */
  37397. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37398. /**
  37399. * Detach the current controls from the camera.
  37400. * The camera will stop reacting to inputs.
  37401. * @param element Defines the element to stop listening the inputs from
  37402. */
  37403. detachControl(element: HTMLElement): void;
  37404. /** @hidden */
  37405. _checkInputs(): void;
  37406. protected _checkLimits(): void;
  37407. /**
  37408. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37409. */
  37410. rebuildAnglesAndRadius(): void;
  37411. /**
  37412. * Use a position to define the current camera related information like aplha, beta and radius
  37413. * @param position Defines the position to set the camera at
  37414. */
  37415. setPosition(position: Vector3): void;
  37416. /**
  37417. * Defines the target the camera should look at.
  37418. * This will automatically adapt alpha beta and radius to fit within the new target.
  37419. * @param target Defines the new target as a Vector or a mesh
  37420. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37421. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37422. */
  37423. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37424. /** @hidden */
  37425. _getViewMatrix(): Matrix;
  37426. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37427. /**
  37428. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37429. * @param meshes Defines the mesh to zoom on
  37430. * @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)
  37431. */
  37432. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37433. /**
  37434. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37435. * The target will be changed but the radius
  37436. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37437. * @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)
  37438. */
  37439. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37440. min: Vector3;
  37441. max: Vector3;
  37442. distance: number;
  37443. }, doNotUpdateMaxZ?: boolean): void;
  37444. /**
  37445. * @override
  37446. * Override Camera.createRigCamera
  37447. */
  37448. createRigCamera(name: string, cameraIndex: number): Camera;
  37449. /**
  37450. * @hidden
  37451. * @override
  37452. * Override Camera._updateRigCameras
  37453. */
  37454. _updateRigCameras(): void;
  37455. /**
  37456. * Destroy the camera and release the current resources hold by it.
  37457. */
  37458. dispose(): void;
  37459. /**
  37460. * Gets the current object class name.
  37461. * @return the class name
  37462. */
  37463. getClassName(): string;
  37464. }
  37465. }
  37466. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37467. import { Behavior } from "babylonjs/Behaviors/behavior";
  37468. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37469. /**
  37470. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37471. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37472. */
  37473. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37474. /**
  37475. * Gets the name of the behavior.
  37476. */
  37477. readonly name: string;
  37478. private _zoomStopsAnimation;
  37479. private _idleRotationSpeed;
  37480. private _idleRotationWaitTime;
  37481. private _idleRotationSpinupTime;
  37482. /**
  37483. * Sets the flag that indicates if user zooming should stop animation.
  37484. */
  37485. /**
  37486. * Gets the flag that indicates if user zooming should stop animation.
  37487. */
  37488. zoomStopsAnimation: boolean;
  37489. /**
  37490. * Sets the default speed at which the camera rotates around the model.
  37491. */
  37492. /**
  37493. * Gets the default speed at which the camera rotates around the model.
  37494. */
  37495. idleRotationSpeed: number;
  37496. /**
  37497. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37498. */
  37499. /**
  37500. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37501. */
  37502. idleRotationWaitTime: number;
  37503. /**
  37504. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37505. */
  37506. /**
  37507. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37508. */
  37509. idleRotationSpinupTime: number;
  37510. /**
  37511. * Gets a value indicating if the camera is currently rotating because of this behavior
  37512. */
  37513. readonly rotationInProgress: boolean;
  37514. private _onPrePointerObservableObserver;
  37515. private _onAfterCheckInputsObserver;
  37516. private _attachedCamera;
  37517. private _isPointerDown;
  37518. private _lastFrameTime;
  37519. private _lastInteractionTime;
  37520. private _cameraRotationSpeed;
  37521. /**
  37522. * Initializes the behavior.
  37523. */
  37524. init(): void;
  37525. /**
  37526. * Attaches the behavior to its arc rotate camera.
  37527. * @param camera Defines the camera to attach the behavior to
  37528. */
  37529. attach(camera: ArcRotateCamera): void;
  37530. /**
  37531. * Detaches the behavior from its current arc rotate camera.
  37532. */
  37533. detach(): void;
  37534. /**
  37535. * Returns true if user is scrolling.
  37536. * @return true if user is scrolling.
  37537. */
  37538. private _userIsZooming;
  37539. private _lastFrameRadius;
  37540. private _shouldAnimationStopForInteraction;
  37541. /**
  37542. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37543. */
  37544. private _applyUserInteraction;
  37545. private _userIsMoving;
  37546. }
  37547. }
  37548. declare module "babylonjs/Behaviors/Cameras/index" {
  37549. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37550. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37551. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37552. }
  37553. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37554. import { Mesh } from "babylonjs/Meshes/mesh";
  37555. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37556. import { Behavior } from "babylonjs/Behaviors/behavior";
  37557. /**
  37558. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37559. */
  37560. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37561. private ui;
  37562. /**
  37563. * The name of the behavior
  37564. */
  37565. name: string;
  37566. /**
  37567. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37568. */
  37569. distanceAwayFromFace: number;
  37570. /**
  37571. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37572. */
  37573. distanceAwayFromBottomOfFace: number;
  37574. private _faceVectors;
  37575. private _target;
  37576. private _scene;
  37577. private _onRenderObserver;
  37578. private _tmpMatrix;
  37579. private _tmpVector;
  37580. /**
  37581. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37582. * @param ui The transform node that should be attched to the mesh
  37583. */
  37584. constructor(ui: TransformNode);
  37585. /**
  37586. * Initializes the behavior
  37587. */
  37588. init(): void;
  37589. private _closestFace;
  37590. private _zeroVector;
  37591. private _lookAtTmpMatrix;
  37592. private _lookAtToRef;
  37593. /**
  37594. * Attaches the AttachToBoxBehavior to the passed in mesh
  37595. * @param target The mesh that the specified node will be attached to
  37596. */
  37597. attach(target: Mesh): void;
  37598. /**
  37599. * Detaches the behavior from the mesh
  37600. */
  37601. detach(): void;
  37602. }
  37603. }
  37604. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37605. import { Behavior } from "babylonjs/Behaviors/behavior";
  37606. import { Mesh } from "babylonjs/Meshes/mesh";
  37607. /**
  37608. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37609. */
  37610. export class FadeInOutBehavior implements Behavior<Mesh> {
  37611. /**
  37612. * Time in milliseconds to delay before fading in (Default: 0)
  37613. */
  37614. delay: number;
  37615. /**
  37616. * Time in milliseconds for the mesh to fade in (Default: 300)
  37617. */
  37618. fadeInTime: number;
  37619. private _millisecondsPerFrame;
  37620. private _hovered;
  37621. private _hoverValue;
  37622. private _ownerNode;
  37623. /**
  37624. * Instatiates the FadeInOutBehavior
  37625. */
  37626. constructor();
  37627. /**
  37628. * The name of the behavior
  37629. */
  37630. readonly name: string;
  37631. /**
  37632. * Initializes the behavior
  37633. */
  37634. init(): void;
  37635. /**
  37636. * Attaches the fade behavior on the passed in mesh
  37637. * @param ownerNode The mesh that will be faded in/out once attached
  37638. */
  37639. attach(ownerNode: Mesh): void;
  37640. /**
  37641. * Detaches the behavior from the mesh
  37642. */
  37643. detach(): void;
  37644. /**
  37645. * Triggers the mesh to begin fading in or out
  37646. * @param value if the object should fade in or out (true to fade in)
  37647. */
  37648. fadeIn(value: boolean): void;
  37649. private _update;
  37650. private _setAllVisibility;
  37651. }
  37652. }
  37653. declare module "babylonjs/Misc/pivotTools" {
  37654. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37655. /**
  37656. * Class containing a set of static utilities functions for managing Pivots
  37657. * @hidden
  37658. */
  37659. export class PivotTools {
  37660. private static _PivotCached;
  37661. private static _OldPivotPoint;
  37662. private static _PivotTranslation;
  37663. private static _PivotTmpVector;
  37664. /** @hidden */
  37665. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37666. /** @hidden */
  37667. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37668. }
  37669. }
  37670. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37671. import { Scene } from "babylonjs/scene";
  37672. import { Vector4 } from "babylonjs/Maths/math.vector";
  37673. import { Mesh } from "babylonjs/Meshes/mesh";
  37674. import { Nullable } from "babylonjs/types";
  37675. import { Plane } from "babylonjs/Maths/math.plane";
  37676. /**
  37677. * Class containing static functions to help procedurally build meshes
  37678. */
  37679. export class PlaneBuilder {
  37680. /**
  37681. * Creates a plane mesh
  37682. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37683. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37684. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37685. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37686. * * 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
  37687. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37688. * @param name defines the name of the mesh
  37689. * @param options defines the options used to create the mesh
  37690. * @param scene defines the hosting scene
  37691. * @returns the plane mesh
  37692. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37693. */
  37694. static CreatePlane(name: string, options: {
  37695. size?: number;
  37696. width?: number;
  37697. height?: number;
  37698. sideOrientation?: number;
  37699. frontUVs?: Vector4;
  37700. backUVs?: Vector4;
  37701. updatable?: boolean;
  37702. sourcePlane?: Plane;
  37703. }, scene?: Nullable<Scene>): Mesh;
  37704. }
  37705. }
  37706. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37707. import { Behavior } from "babylonjs/Behaviors/behavior";
  37708. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37709. import { Observable } from "babylonjs/Misc/observable";
  37710. import { Vector3 } from "babylonjs/Maths/math.vector";
  37711. import { Ray } from "babylonjs/Culling/ray";
  37712. import "babylonjs/Meshes/Builders/planeBuilder";
  37713. /**
  37714. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37715. */
  37716. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37717. private static _AnyMouseID;
  37718. /**
  37719. * Abstract mesh the behavior is set on
  37720. */
  37721. attachedNode: AbstractMesh;
  37722. private _dragPlane;
  37723. private _scene;
  37724. private _pointerObserver;
  37725. private _beforeRenderObserver;
  37726. private static _planeScene;
  37727. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37728. /**
  37729. * 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)
  37730. */
  37731. maxDragAngle: number;
  37732. /**
  37733. * @hidden
  37734. */
  37735. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37736. /**
  37737. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37738. */
  37739. currentDraggingPointerID: number;
  37740. /**
  37741. * The last position where the pointer hit the drag plane in world space
  37742. */
  37743. lastDragPosition: Vector3;
  37744. /**
  37745. * If the behavior is currently in a dragging state
  37746. */
  37747. dragging: boolean;
  37748. /**
  37749. * 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)
  37750. */
  37751. dragDeltaRatio: number;
  37752. /**
  37753. * If the drag plane orientation should be updated during the dragging (Default: true)
  37754. */
  37755. updateDragPlane: boolean;
  37756. private _debugMode;
  37757. private _moving;
  37758. /**
  37759. * Fires each time the attached mesh is dragged with the pointer
  37760. * * delta between last drag position and current drag position in world space
  37761. * * dragDistance along the drag axis
  37762. * * dragPlaneNormal normal of the current drag plane used during the drag
  37763. * * dragPlanePoint in world space where the drag intersects the drag plane
  37764. */
  37765. onDragObservable: Observable<{
  37766. delta: Vector3;
  37767. dragPlanePoint: Vector3;
  37768. dragPlaneNormal: Vector3;
  37769. dragDistance: number;
  37770. pointerId: number;
  37771. }>;
  37772. /**
  37773. * Fires each time a drag begins (eg. mouse down on mesh)
  37774. */
  37775. onDragStartObservable: Observable<{
  37776. dragPlanePoint: Vector3;
  37777. pointerId: number;
  37778. }>;
  37779. /**
  37780. * Fires each time a drag ends (eg. mouse release after drag)
  37781. */
  37782. onDragEndObservable: Observable<{
  37783. dragPlanePoint: Vector3;
  37784. pointerId: number;
  37785. }>;
  37786. /**
  37787. * If the attached mesh should be moved when dragged
  37788. */
  37789. moveAttached: boolean;
  37790. /**
  37791. * If the drag behavior will react to drag events (Default: true)
  37792. */
  37793. enabled: boolean;
  37794. /**
  37795. * If pointer events should start and release the drag (Default: true)
  37796. */
  37797. startAndReleaseDragOnPointerEvents: boolean;
  37798. /**
  37799. * If camera controls should be detached during the drag
  37800. */
  37801. detachCameraControls: boolean;
  37802. /**
  37803. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37804. */
  37805. useObjectOrienationForDragging: boolean;
  37806. private _options;
  37807. /**
  37808. * Creates a pointer drag behavior that can be attached to a mesh
  37809. * @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)
  37810. */
  37811. constructor(options?: {
  37812. dragAxis?: Vector3;
  37813. dragPlaneNormal?: Vector3;
  37814. });
  37815. /**
  37816. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37817. */
  37818. validateDrag: (targetPosition: Vector3) => boolean;
  37819. /**
  37820. * The name of the behavior
  37821. */
  37822. readonly name: string;
  37823. /**
  37824. * Initializes the behavior
  37825. */
  37826. init(): void;
  37827. private _tmpVector;
  37828. private _alternatePickedPoint;
  37829. private _worldDragAxis;
  37830. private _targetPosition;
  37831. private _attachedElement;
  37832. /**
  37833. * Attaches the drag behavior the passed in mesh
  37834. * @param ownerNode The mesh that will be dragged around once attached
  37835. * @param predicate Predicate to use for pick filtering
  37836. */
  37837. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  37838. /**
  37839. * Force relase the drag action by code.
  37840. */
  37841. releaseDrag(): void;
  37842. private _startDragRay;
  37843. private _lastPointerRay;
  37844. /**
  37845. * Simulates the start of a pointer drag event on the behavior
  37846. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37847. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37848. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37849. */
  37850. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37851. private _startDrag;
  37852. private _dragDelta;
  37853. private _moveDrag;
  37854. private _pickWithRayOnDragPlane;
  37855. private _pointA;
  37856. private _pointB;
  37857. private _pointC;
  37858. private _lineA;
  37859. private _lineB;
  37860. private _localAxis;
  37861. private _lookAt;
  37862. private _updateDragPlanePosition;
  37863. /**
  37864. * Detaches the behavior from the mesh
  37865. */
  37866. detach(): void;
  37867. }
  37868. }
  37869. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37870. import { Mesh } from "babylonjs/Meshes/mesh";
  37871. import { Behavior } from "babylonjs/Behaviors/behavior";
  37872. /**
  37873. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37874. */
  37875. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37876. private _dragBehaviorA;
  37877. private _dragBehaviorB;
  37878. private _startDistance;
  37879. private _initialScale;
  37880. private _targetScale;
  37881. private _ownerNode;
  37882. private _sceneRenderObserver;
  37883. /**
  37884. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37885. */
  37886. constructor();
  37887. /**
  37888. * The name of the behavior
  37889. */
  37890. readonly name: string;
  37891. /**
  37892. * Initializes the behavior
  37893. */
  37894. init(): void;
  37895. private _getCurrentDistance;
  37896. /**
  37897. * Attaches the scale behavior the passed in mesh
  37898. * @param ownerNode The mesh that will be scaled around once attached
  37899. */
  37900. attach(ownerNode: Mesh): void;
  37901. /**
  37902. * Detaches the behavior from the mesh
  37903. */
  37904. detach(): void;
  37905. }
  37906. }
  37907. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37908. import { Behavior } from "babylonjs/Behaviors/behavior";
  37909. import { Mesh } from "babylonjs/Meshes/mesh";
  37910. import { Observable } from "babylonjs/Misc/observable";
  37911. /**
  37912. * 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
  37913. */
  37914. export class SixDofDragBehavior implements Behavior<Mesh> {
  37915. private static _virtualScene;
  37916. private _ownerNode;
  37917. private _sceneRenderObserver;
  37918. private _scene;
  37919. private _targetPosition;
  37920. private _virtualOriginMesh;
  37921. private _virtualDragMesh;
  37922. private _pointerObserver;
  37923. private _moving;
  37924. private _startingOrientation;
  37925. /**
  37926. * 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)
  37927. */
  37928. private zDragFactor;
  37929. /**
  37930. * If the object should rotate to face the drag origin
  37931. */
  37932. rotateDraggedObject: boolean;
  37933. /**
  37934. * If the behavior is currently in a dragging state
  37935. */
  37936. dragging: boolean;
  37937. /**
  37938. * 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)
  37939. */
  37940. dragDeltaRatio: number;
  37941. /**
  37942. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37943. */
  37944. currentDraggingPointerID: number;
  37945. /**
  37946. * If camera controls should be detached during the drag
  37947. */
  37948. detachCameraControls: boolean;
  37949. /**
  37950. * Fires each time a drag starts
  37951. */
  37952. onDragStartObservable: Observable<{}>;
  37953. /**
  37954. * Fires each time a drag ends (eg. mouse release after drag)
  37955. */
  37956. onDragEndObservable: Observable<{}>;
  37957. /**
  37958. * 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
  37959. */
  37960. constructor();
  37961. /**
  37962. * The name of the behavior
  37963. */
  37964. readonly name: string;
  37965. /**
  37966. * Initializes the behavior
  37967. */
  37968. init(): void;
  37969. /**
  37970. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37971. */
  37972. private readonly _pointerCamera;
  37973. /**
  37974. * Attaches the scale behavior the passed in mesh
  37975. * @param ownerNode The mesh that will be scaled around once attached
  37976. */
  37977. attach(ownerNode: Mesh): void;
  37978. /**
  37979. * Detaches the behavior from the mesh
  37980. */
  37981. detach(): void;
  37982. }
  37983. }
  37984. declare module "babylonjs/Behaviors/Meshes/index" {
  37985. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37986. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37987. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37988. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37989. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37990. }
  37991. declare module "babylonjs/Behaviors/index" {
  37992. export * from "babylonjs/Behaviors/behavior";
  37993. export * from "babylonjs/Behaviors/Cameras/index";
  37994. export * from "babylonjs/Behaviors/Meshes/index";
  37995. }
  37996. declare module "babylonjs/Bones/boneIKController" {
  37997. import { Bone } from "babylonjs/Bones/bone";
  37998. import { Vector3 } from "babylonjs/Maths/math.vector";
  37999. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38000. import { Nullable } from "babylonjs/types";
  38001. /**
  38002. * Class used to apply inverse kinematics to bones
  38003. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38004. */
  38005. export class BoneIKController {
  38006. private static _tmpVecs;
  38007. private static _tmpQuat;
  38008. private static _tmpMats;
  38009. /**
  38010. * Gets or sets the target mesh
  38011. */
  38012. targetMesh: AbstractMesh;
  38013. /** Gets or sets the mesh used as pole */
  38014. poleTargetMesh: AbstractMesh;
  38015. /**
  38016. * Gets or sets the bone used as pole
  38017. */
  38018. poleTargetBone: Nullable<Bone>;
  38019. /**
  38020. * Gets or sets the target position
  38021. */
  38022. targetPosition: Vector3;
  38023. /**
  38024. * Gets or sets the pole target position
  38025. */
  38026. poleTargetPosition: Vector3;
  38027. /**
  38028. * Gets or sets the pole target local offset
  38029. */
  38030. poleTargetLocalOffset: Vector3;
  38031. /**
  38032. * Gets or sets the pole angle
  38033. */
  38034. poleAngle: number;
  38035. /**
  38036. * Gets or sets the mesh associated with the controller
  38037. */
  38038. mesh: AbstractMesh;
  38039. /**
  38040. * 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)
  38041. */
  38042. slerpAmount: number;
  38043. private _bone1Quat;
  38044. private _bone1Mat;
  38045. private _bone2Ang;
  38046. private _bone1;
  38047. private _bone2;
  38048. private _bone1Length;
  38049. private _bone2Length;
  38050. private _maxAngle;
  38051. private _maxReach;
  38052. private _rightHandedSystem;
  38053. private _bendAxis;
  38054. private _slerping;
  38055. private _adjustRoll;
  38056. /**
  38057. * Gets or sets maximum allowed angle
  38058. */
  38059. maxAngle: number;
  38060. /**
  38061. * Creates a new BoneIKController
  38062. * @param mesh defines the mesh to control
  38063. * @param bone defines the bone to control
  38064. * @param options defines options to set up the controller
  38065. */
  38066. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38067. targetMesh?: AbstractMesh;
  38068. poleTargetMesh?: AbstractMesh;
  38069. poleTargetBone?: Bone;
  38070. poleTargetLocalOffset?: Vector3;
  38071. poleAngle?: number;
  38072. bendAxis?: Vector3;
  38073. maxAngle?: number;
  38074. slerpAmount?: number;
  38075. });
  38076. private _setMaxAngle;
  38077. /**
  38078. * Force the controller to update the bones
  38079. */
  38080. update(): void;
  38081. }
  38082. }
  38083. declare module "babylonjs/Bones/boneLookController" {
  38084. import { Vector3 } from "babylonjs/Maths/math.vector";
  38085. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38086. import { Bone } from "babylonjs/Bones/bone";
  38087. import { Space } from "babylonjs/Maths/math.axis";
  38088. /**
  38089. * Class used to make a bone look toward a point in space
  38090. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38091. */
  38092. export class BoneLookController {
  38093. private static _tmpVecs;
  38094. private static _tmpQuat;
  38095. private static _tmpMats;
  38096. /**
  38097. * The target Vector3 that the bone will look at
  38098. */
  38099. target: Vector3;
  38100. /**
  38101. * The mesh that the bone is attached to
  38102. */
  38103. mesh: AbstractMesh;
  38104. /**
  38105. * The bone that will be looking to the target
  38106. */
  38107. bone: Bone;
  38108. /**
  38109. * The up axis of the coordinate system that is used when the bone is rotated
  38110. */
  38111. upAxis: Vector3;
  38112. /**
  38113. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38114. */
  38115. upAxisSpace: Space;
  38116. /**
  38117. * Used to make an adjustment to the yaw of the bone
  38118. */
  38119. adjustYaw: number;
  38120. /**
  38121. * Used to make an adjustment to the pitch of the bone
  38122. */
  38123. adjustPitch: number;
  38124. /**
  38125. * Used to make an adjustment to the roll of the bone
  38126. */
  38127. adjustRoll: number;
  38128. /**
  38129. * 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)
  38130. */
  38131. slerpAmount: number;
  38132. private _minYaw;
  38133. private _maxYaw;
  38134. private _minPitch;
  38135. private _maxPitch;
  38136. private _minYawSin;
  38137. private _minYawCos;
  38138. private _maxYawSin;
  38139. private _maxYawCos;
  38140. private _midYawConstraint;
  38141. private _minPitchTan;
  38142. private _maxPitchTan;
  38143. private _boneQuat;
  38144. private _slerping;
  38145. private _transformYawPitch;
  38146. private _transformYawPitchInv;
  38147. private _firstFrameSkipped;
  38148. private _yawRange;
  38149. private _fowardAxis;
  38150. /**
  38151. * Gets or sets the minimum yaw angle that the bone can look to
  38152. */
  38153. minYaw: number;
  38154. /**
  38155. * Gets or sets the maximum yaw angle that the bone can look to
  38156. */
  38157. maxYaw: number;
  38158. /**
  38159. * Gets or sets the minimum pitch angle that the bone can look to
  38160. */
  38161. minPitch: number;
  38162. /**
  38163. * Gets or sets the maximum pitch angle that the bone can look to
  38164. */
  38165. maxPitch: number;
  38166. /**
  38167. * Create a BoneLookController
  38168. * @param mesh the mesh that the bone belongs to
  38169. * @param bone the bone that will be looking to the target
  38170. * @param target the target Vector3 to look at
  38171. * @param options optional settings:
  38172. * * maxYaw: the maximum angle the bone will yaw to
  38173. * * minYaw: the minimum angle the bone will yaw to
  38174. * * maxPitch: the maximum angle the bone will pitch to
  38175. * * minPitch: the minimum angle the bone will yaw to
  38176. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38177. * * upAxis: the up axis of the coordinate system
  38178. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38179. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38180. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38181. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38182. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38183. * * adjustRoll: used to make an adjustment to the roll of the bone
  38184. **/
  38185. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38186. maxYaw?: number;
  38187. minYaw?: number;
  38188. maxPitch?: number;
  38189. minPitch?: number;
  38190. slerpAmount?: number;
  38191. upAxis?: Vector3;
  38192. upAxisSpace?: Space;
  38193. yawAxis?: Vector3;
  38194. pitchAxis?: Vector3;
  38195. adjustYaw?: number;
  38196. adjustPitch?: number;
  38197. adjustRoll?: number;
  38198. });
  38199. /**
  38200. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38201. */
  38202. update(): void;
  38203. private _getAngleDiff;
  38204. private _getAngleBetween;
  38205. private _isAngleBetween;
  38206. }
  38207. }
  38208. declare module "babylonjs/Bones/index" {
  38209. export * from "babylonjs/Bones/bone";
  38210. export * from "babylonjs/Bones/boneIKController";
  38211. export * from "babylonjs/Bones/boneLookController";
  38212. export * from "babylonjs/Bones/skeleton";
  38213. }
  38214. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38215. import { Nullable } from "babylonjs/types";
  38216. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38217. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38218. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38219. /**
  38220. * Manage the gamepad inputs to control an arc rotate camera.
  38221. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38222. */
  38223. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38224. /**
  38225. * Defines the camera the input is attached to.
  38226. */
  38227. camera: ArcRotateCamera;
  38228. /**
  38229. * Defines the gamepad the input is gathering event from.
  38230. */
  38231. gamepad: Nullable<Gamepad>;
  38232. /**
  38233. * Defines the gamepad rotation sensiblity.
  38234. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38235. */
  38236. gamepadRotationSensibility: number;
  38237. /**
  38238. * Defines the gamepad move sensiblity.
  38239. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38240. */
  38241. gamepadMoveSensibility: number;
  38242. private _onGamepadConnectedObserver;
  38243. private _onGamepadDisconnectedObserver;
  38244. /**
  38245. * Attach the input controls to a specific dom element to get the input from.
  38246. * @param element Defines the element the controls should be listened from
  38247. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38248. */
  38249. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38250. /**
  38251. * Detach the current controls from the specified dom element.
  38252. * @param element Defines the element to stop listening the inputs from
  38253. */
  38254. detachControl(element: Nullable<HTMLElement>): void;
  38255. /**
  38256. * Update the current camera state depending on the inputs that have been used this frame.
  38257. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38258. */
  38259. checkInputs(): void;
  38260. /**
  38261. * Gets the class name of the current intput.
  38262. * @returns the class name
  38263. */
  38264. getClassName(): string;
  38265. /**
  38266. * Get the friendly name associated with the input class.
  38267. * @returns the input friendly name
  38268. */
  38269. getSimpleName(): string;
  38270. }
  38271. }
  38272. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38273. import { Nullable } from "babylonjs/types";
  38274. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38275. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38276. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38277. interface ArcRotateCameraInputsManager {
  38278. /**
  38279. * Add orientation input support to the input manager.
  38280. * @returns the current input manager
  38281. */
  38282. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38283. }
  38284. }
  38285. /**
  38286. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38287. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38288. */
  38289. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38290. /**
  38291. * Defines the camera the input is attached to.
  38292. */
  38293. camera: ArcRotateCamera;
  38294. /**
  38295. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38296. */
  38297. alphaCorrection: number;
  38298. /**
  38299. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38300. */
  38301. gammaCorrection: number;
  38302. private _alpha;
  38303. private _gamma;
  38304. private _dirty;
  38305. private _deviceOrientationHandler;
  38306. /**
  38307. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38308. */
  38309. constructor();
  38310. /**
  38311. * Attach the input controls to a specific dom element to get the input from.
  38312. * @param element Defines the element the controls should be listened from
  38313. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38314. */
  38315. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38316. /** @hidden */
  38317. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38318. /**
  38319. * Update the current camera state depending on the inputs that have been used this frame.
  38320. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38321. */
  38322. checkInputs(): void;
  38323. /**
  38324. * Detach the current controls from the specified dom element.
  38325. * @param element Defines the element to stop listening the inputs from
  38326. */
  38327. detachControl(element: Nullable<HTMLElement>): void;
  38328. /**
  38329. * Gets the class name of the current intput.
  38330. * @returns the class name
  38331. */
  38332. getClassName(): string;
  38333. /**
  38334. * Get the friendly name associated with the input class.
  38335. * @returns the input friendly name
  38336. */
  38337. getSimpleName(): string;
  38338. }
  38339. }
  38340. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38341. import { Nullable } from "babylonjs/types";
  38342. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38343. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38344. /**
  38345. * Listen to mouse events to control the camera.
  38346. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38347. */
  38348. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38349. /**
  38350. * Defines the camera the input is attached to.
  38351. */
  38352. camera: FlyCamera;
  38353. /**
  38354. * Defines if touch is enabled. (Default is true.)
  38355. */
  38356. touchEnabled: boolean;
  38357. /**
  38358. * Defines the buttons associated with the input to handle camera rotation.
  38359. */
  38360. buttons: number[];
  38361. /**
  38362. * Assign buttons for Yaw control.
  38363. */
  38364. buttonsYaw: number[];
  38365. /**
  38366. * Assign buttons for Pitch control.
  38367. */
  38368. buttonsPitch: number[];
  38369. /**
  38370. * Assign buttons for Roll control.
  38371. */
  38372. buttonsRoll: number[];
  38373. /**
  38374. * Detect if any button is being pressed while mouse is moved.
  38375. * -1 = Mouse locked.
  38376. * 0 = Left button.
  38377. * 1 = Middle Button.
  38378. * 2 = Right Button.
  38379. */
  38380. activeButton: number;
  38381. /**
  38382. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38383. * Higher values reduce its sensitivity.
  38384. */
  38385. angularSensibility: number;
  38386. private _mousemoveCallback;
  38387. private _observer;
  38388. private _rollObserver;
  38389. private previousPosition;
  38390. private noPreventDefault;
  38391. private element;
  38392. /**
  38393. * Listen to mouse events to control the camera.
  38394. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38395. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38396. */
  38397. constructor(touchEnabled?: boolean);
  38398. /**
  38399. * Attach the mouse control to the HTML DOM element.
  38400. * @param element Defines the element that listens to the input events.
  38401. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38402. */
  38403. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38404. /**
  38405. * Detach the current controls from the specified dom element.
  38406. * @param element Defines the element to stop listening the inputs from
  38407. */
  38408. detachControl(element: Nullable<HTMLElement>): void;
  38409. /**
  38410. * Gets the class name of the current input.
  38411. * @returns the class name.
  38412. */
  38413. getClassName(): string;
  38414. /**
  38415. * Get the friendly name associated with the input class.
  38416. * @returns the input's friendly name.
  38417. */
  38418. getSimpleName(): string;
  38419. private _pointerInput;
  38420. private _onMouseMove;
  38421. /**
  38422. * Rotate camera by mouse offset.
  38423. */
  38424. private rotateCamera;
  38425. }
  38426. }
  38427. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38428. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38429. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38430. /**
  38431. * Default Inputs manager for the FlyCamera.
  38432. * It groups all the default supported inputs for ease of use.
  38433. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38434. */
  38435. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38436. /**
  38437. * Instantiates a new FlyCameraInputsManager.
  38438. * @param camera Defines the camera the inputs belong to.
  38439. */
  38440. constructor(camera: FlyCamera);
  38441. /**
  38442. * Add keyboard input support to the input manager.
  38443. * @returns the new FlyCameraKeyboardMoveInput().
  38444. */
  38445. addKeyboard(): FlyCameraInputsManager;
  38446. /**
  38447. * Add mouse input support to the input manager.
  38448. * @param touchEnabled Enable touch screen support.
  38449. * @returns the new FlyCameraMouseInput().
  38450. */
  38451. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38452. }
  38453. }
  38454. declare module "babylonjs/Cameras/flyCamera" {
  38455. import { Scene } from "babylonjs/scene";
  38456. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38457. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38458. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38459. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38460. /**
  38461. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38462. * such as in a 3D Space Shooter or a Flight Simulator.
  38463. */
  38464. export class FlyCamera extends TargetCamera {
  38465. /**
  38466. * Define the collision ellipsoid of the camera.
  38467. * This is helpful for simulating a camera body, like a player's body.
  38468. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38469. */
  38470. ellipsoid: Vector3;
  38471. /**
  38472. * Define an offset for the position of the ellipsoid around the camera.
  38473. * This can be helpful if the camera is attached away from the player's body center,
  38474. * such as at its head.
  38475. */
  38476. ellipsoidOffset: Vector3;
  38477. /**
  38478. * Enable or disable collisions of the camera with the rest of the scene objects.
  38479. */
  38480. checkCollisions: boolean;
  38481. /**
  38482. * Enable or disable gravity on the camera.
  38483. */
  38484. applyGravity: boolean;
  38485. /**
  38486. * Define the current direction the camera is moving to.
  38487. */
  38488. cameraDirection: Vector3;
  38489. /**
  38490. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38491. * This overrides and empties cameraRotation.
  38492. */
  38493. rotationQuaternion: Quaternion;
  38494. /**
  38495. * Track Roll to maintain the wanted Rolling when looking around.
  38496. */
  38497. _trackRoll: number;
  38498. /**
  38499. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38500. */
  38501. rollCorrect: number;
  38502. /**
  38503. * Mimic a banked turn, Rolling the camera when Yawing.
  38504. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38505. */
  38506. bankedTurn: boolean;
  38507. /**
  38508. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38509. */
  38510. bankedTurnLimit: number;
  38511. /**
  38512. * Value of 0 disables the banked Roll.
  38513. * Value of 1 is equal to the Yaw angle in radians.
  38514. */
  38515. bankedTurnMultiplier: number;
  38516. /**
  38517. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38518. */
  38519. inputs: FlyCameraInputsManager;
  38520. /**
  38521. * Gets the input sensibility for mouse input.
  38522. * Higher values reduce sensitivity.
  38523. */
  38524. /**
  38525. * Sets the input sensibility for a mouse input.
  38526. * Higher values reduce sensitivity.
  38527. */
  38528. angularSensibility: number;
  38529. /**
  38530. * Get the keys for camera movement forward.
  38531. */
  38532. /**
  38533. * Set the keys for camera movement forward.
  38534. */
  38535. keysForward: number[];
  38536. /**
  38537. * Get the keys for camera movement backward.
  38538. */
  38539. keysBackward: number[];
  38540. /**
  38541. * Get the keys for camera movement up.
  38542. */
  38543. /**
  38544. * Set the keys for camera movement up.
  38545. */
  38546. keysUp: number[];
  38547. /**
  38548. * Get the keys for camera movement down.
  38549. */
  38550. /**
  38551. * Set the keys for camera movement down.
  38552. */
  38553. keysDown: number[];
  38554. /**
  38555. * Get the keys for camera movement left.
  38556. */
  38557. /**
  38558. * Set the keys for camera movement left.
  38559. */
  38560. keysLeft: number[];
  38561. /**
  38562. * Set the keys for camera movement right.
  38563. */
  38564. /**
  38565. * Set the keys for camera movement right.
  38566. */
  38567. keysRight: number[];
  38568. /**
  38569. * Event raised when the camera collides with a mesh in the scene.
  38570. */
  38571. onCollide: (collidedMesh: AbstractMesh) => void;
  38572. private _collider;
  38573. private _needMoveForGravity;
  38574. private _oldPosition;
  38575. private _diffPosition;
  38576. private _newPosition;
  38577. /** @hidden */
  38578. _localDirection: Vector3;
  38579. /** @hidden */
  38580. _transformedDirection: Vector3;
  38581. /**
  38582. * Instantiates a FlyCamera.
  38583. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38584. * such as in a 3D Space Shooter or a Flight Simulator.
  38585. * @param name Define the name of the camera in the scene.
  38586. * @param position Define the starting position of the camera in the scene.
  38587. * @param scene Define the scene the camera belongs to.
  38588. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38589. */
  38590. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38591. /**
  38592. * Attach a control to the HTML DOM element.
  38593. * @param element Defines the element that listens to the input events.
  38594. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38595. */
  38596. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38597. /**
  38598. * Detach a control from the HTML DOM element.
  38599. * The camera will stop reacting to that input.
  38600. * @param element Defines the element that listens to the input events.
  38601. */
  38602. detachControl(element: HTMLElement): void;
  38603. private _collisionMask;
  38604. /**
  38605. * Get the mask that the camera ignores in collision events.
  38606. */
  38607. /**
  38608. * Set the mask that the camera ignores in collision events.
  38609. */
  38610. collisionMask: number;
  38611. /** @hidden */
  38612. _collideWithWorld(displacement: Vector3): void;
  38613. /** @hidden */
  38614. private _onCollisionPositionChange;
  38615. /** @hidden */
  38616. _checkInputs(): void;
  38617. /** @hidden */
  38618. _decideIfNeedsToMove(): boolean;
  38619. /** @hidden */
  38620. _updatePosition(): void;
  38621. /**
  38622. * Restore the Roll to its target value at the rate specified.
  38623. * @param rate - Higher means slower restoring.
  38624. * @hidden
  38625. */
  38626. restoreRoll(rate: number): void;
  38627. /**
  38628. * Destroy the camera and release the current resources held by it.
  38629. */
  38630. dispose(): void;
  38631. /**
  38632. * Get the current object class name.
  38633. * @returns the class name.
  38634. */
  38635. getClassName(): string;
  38636. }
  38637. }
  38638. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38639. import { Nullable } from "babylonjs/types";
  38640. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38641. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38642. /**
  38643. * Listen to keyboard events to control the camera.
  38644. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38645. */
  38646. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38647. /**
  38648. * Defines the camera the input is attached to.
  38649. */
  38650. camera: FlyCamera;
  38651. /**
  38652. * The list of keyboard keys used to control the forward move of the camera.
  38653. */
  38654. keysForward: number[];
  38655. /**
  38656. * The list of keyboard keys used to control the backward move of the camera.
  38657. */
  38658. keysBackward: number[];
  38659. /**
  38660. * The list of keyboard keys used to control the forward move of the camera.
  38661. */
  38662. keysUp: number[];
  38663. /**
  38664. * The list of keyboard keys used to control the backward move of the camera.
  38665. */
  38666. keysDown: number[];
  38667. /**
  38668. * The list of keyboard keys used to control the right strafe move of the camera.
  38669. */
  38670. keysRight: number[];
  38671. /**
  38672. * The list of keyboard keys used to control the left strafe move of the camera.
  38673. */
  38674. keysLeft: number[];
  38675. private _keys;
  38676. private _onCanvasBlurObserver;
  38677. private _onKeyboardObserver;
  38678. private _engine;
  38679. private _scene;
  38680. /**
  38681. * Attach the input controls to a specific dom element to get the input from.
  38682. * @param element Defines the element the controls should be listened from
  38683. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38684. */
  38685. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38686. /**
  38687. * Detach the current controls from the specified dom element.
  38688. * @param element Defines the element to stop listening the inputs from
  38689. */
  38690. detachControl(element: Nullable<HTMLElement>): void;
  38691. /**
  38692. * Gets the class name of the current intput.
  38693. * @returns the class name
  38694. */
  38695. getClassName(): string;
  38696. /** @hidden */
  38697. _onLostFocus(e: FocusEvent): void;
  38698. /**
  38699. * Get the friendly name associated with the input class.
  38700. * @returns the input friendly name
  38701. */
  38702. getSimpleName(): string;
  38703. /**
  38704. * Update the current camera state depending on the inputs that have been used this frame.
  38705. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38706. */
  38707. checkInputs(): void;
  38708. }
  38709. }
  38710. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38711. import { Nullable } from "babylonjs/types";
  38712. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38713. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38714. /**
  38715. * Manage the mouse wheel inputs to control a follow camera.
  38716. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38717. */
  38718. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38719. /**
  38720. * Defines the camera the input is attached to.
  38721. */
  38722. camera: FollowCamera;
  38723. /**
  38724. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38725. */
  38726. axisControlRadius: boolean;
  38727. /**
  38728. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38729. */
  38730. axisControlHeight: boolean;
  38731. /**
  38732. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38733. */
  38734. axisControlRotation: boolean;
  38735. /**
  38736. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38737. * relation to mouseWheel events.
  38738. */
  38739. wheelPrecision: number;
  38740. /**
  38741. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38742. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38743. */
  38744. wheelDeltaPercentage: number;
  38745. private _wheel;
  38746. private _observer;
  38747. /**
  38748. * Attach the input controls to a specific dom element to get the input from.
  38749. * @param element Defines the element the controls should be listened from
  38750. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38751. */
  38752. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38753. /**
  38754. * Detach the current controls from the specified dom element.
  38755. * @param element Defines the element to stop listening the inputs from
  38756. */
  38757. detachControl(element: Nullable<HTMLElement>): void;
  38758. /**
  38759. * Gets the class name of the current intput.
  38760. * @returns the class name
  38761. */
  38762. getClassName(): string;
  38763. /**
  38764. * Get the friendly name associated with the input class.
  38765. * @returns the input friendly name
  38766. */
  38767. getSimpleName(): string;
  38768. }
  38769. }
  38770. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38771. import { Nullable } from "babylonjs/types";
  38772. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38773. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38774. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38775. /**
  38776. * Manage the pointers inputs to control an follow camera.
  38777. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38778. */
  38779. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38780. /**
  38781. * Defines the camera the input is attached to.
  38782. */
  38783. camera: FollowCamera;
  38784. /**
  38785. * Gets the class name of the current input.
  38786. * @returns the class name
  38787. */
  38788. getClassName(): string;
  38789. /**
  38790. * Defines the pointer angular sensibility along the X axis or how fast is
  38791. * the camera rotating.
  38792. * A negative number will reverse the axis direction.
  38793. */
  38794. angularSensibilityX: number;
  38795. /**
  38796. * Defines the pointer angular sensibility along the Y axis or how fast is
  38797. * the camera rotating.
  38798. * A negative number will reverse the axis direction.
  38799. */
  38800. angularSensibilityY: number;
  38801. /**
  38802. * Defines the pointer pinch precision or how fast is the camera zooming.
  38803. * A negative number will reverse the axis direction.
  38804. */
  38805. pinchPrecision: number;
  38806. /**
  38807. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38808. * from 0.
  38809. * It defines the percentage of current camera.radius to use as delta when
  38810. * pinch zoom is used.
  38811. */
  38812. pinchDeltaPercentage: number;
  38813. /**
  38814. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38815. */
  38816. axisXControlRadius: boolean;
  38817. /**
  38818. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38819. */
  38820. axisXControlHeight: boolean;
  38821. /**
  38822. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38823. */
  38824. axisXControlRotation: boolean;
  38825. /**
  38826. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38827. */
  38828. axisYControlRadius: boolean;
  38829. /**
  38830. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38831. */
  38832. axisYControlHeight: boolean;
  38833. /**
  38834. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38835. */
  38836. axisYControlRotation: boolean;
  38837. /**
  38838. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38839. */
  38840. axisPinchControlRadius: boolean;
  38841. /**
  38842. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38843. */
  38844. axisPinchControlHeight: boolean;
  38845. /**
  38846. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38847. */
  38848. axisPinchControlRotation: boolean;
  38849. /**
  38850. * Log error messages if basic misconfiguration has occurred.
  38851. */
  38852. warningEnable: boolean;
  38853. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38854. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38855. private _warningCounter;
  38856. private _warning;
  38857. }
  38858. }
  38859. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38860. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38861. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38862. /**
  38863. * Default Inputs manager for the FollowCamera.
  38864. * It groups all the default supported inputs for ease of use.
  38865. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38866. */
  38867. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38868. /**
  38869. * Instantiates a new FollowCameraInputsManager.
  38870. * @param camera Defines the camera the inputs belong to
  38871. */
  38872. constructor(camera: FollowCamera);
  38873. /**
  38874. * Add keyboard input support to the input manager.
  38875. * @returns the current input manager
  38876. */
  38877. addKeyboard(): FollowCameraInputsManager;
  38878. /**
  38879. * Add mouse wheel input support to the input manager.
  38880. * @returns the current input manager
  38881. */
  38882. addMouseWheel(): FollowCameraInputsManager;
  38883. /**
  38884. * Add pointers input support to the input manager.
  38885. * @returns the current input manager
  38886. */
  38887. addPointers(): FollowCameraInputsManager;
  38888. /**
  38889. * Add orientation input support to the input manager.
  38890. * @returns the current input manager
  38891. */
  38892. addVRDeviceOrientation(): FollowCameraInputsManager;
  38893. }
  38894. }
  38895. declare module "babylonjs/Cameras/followCamera" {
  38896. import { Nullable } from "babylonjs/types";
  38897. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38898. import { Scene } from "babylonjs/scene";
  38899. import { Vector3 } from "babylonjs/Maths/math.vector";
  38900. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38901. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38902. /**
  38903. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38904. * an arc rotate version arcFollowCamera are available.
  38905. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38906. */
  38907. export class FollowCamera extends TargetCamera {
  38908. /**
  38909. * Distance the follow camera should follow an object at
  38910. */
  38911. radius: number;
  38912. /**
  38913. * Minimum allowed distance of the camera to the axis of rotation
  38914. * (The camera can not get closer).
  38915. * This can help limiting how the Camera is able to move in the scene.
  38916. */
  38917. lowerRadiusLimit: Nullable<number>;
  38918. /**
  38919. * Maximum allowed distance of the camera to the axis of rotation
  38920. * (The camera can not get further).
  38921. * This can help limiting how the Camera is able to move in the scene.
  38922. */
  38923. upperRadiusLimit: Nullable<number>;
  38924. /**
  38925. * Define a rotation offset between the camera and the object it follows
  38926. */
  38927. rotationOffset: number;
  38928. /**
  38929. * Minimum allowed angle to camera position relative to target object.
  38930. * This can help limiting how the Camera is able to move in the scene.
  38931. */
  38932. lowerRotationOffsetLimit: Nullable<number>;
  38933. /**
  38934. * Maximum allowed angle to camera position relative to target object.
  38935. * This can help limiting how the Camera is able to move in the scene.
  38936. */
  38937. upperRotationOffsetLimit: Nullable<number>;
  38938. /**
  38939. * Define a height offset between the camera and the object it follows.
  38940. * It can help following an object from the top (like a car chaing a plane)
  38941. */
  38942. heightOffset: number;
  38943. /**
  38944. * Minimum allowed height of camera position relative to target object.
  38945. * This can help limiting how the Camera is able to move in the scene.
  38946. */
  38947. lowerHeightOffsetLimit: Nullable<number>;
  38948. /**
  38949. * Maximum allowed height of camera position relative to target object.
  38950. * This can help limiting how the Camera is able to move in the scene.
  38951. */
  38952. upperHeightOffsetLimit: Nullable<number>;
  38953. /**
  38954. * Define how fast the camera can accelerate to follow it s target.
  38955. */
  38956. cameraAcceleration: number;
  38957. /**
  38958. * Define the speed limit of the camera following an object.
  38959. */
  38960. maxCameraSpeed: number;
  38961. /**
  38962. * Define the target of the camera.
  38963. */
  38964. lockedTarget: Nullable<AbstractMesh>;
  38965. /**
  38966. * Defines the input associated with the camera.
  38967. */
  38968. inputs: FollowCameraInputsManager;
  38969. /**
  38970. * Instantiates the follow camera.
  38971. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38972. * @param name Define the name of the camera in the scene
  38973. * @param position Define the position of the camera
  38974. * @param scene Define the scene the camera belong to
  38975. * @param lockedTarget Define the target of the camera
  38976. */
  38977. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38978. private _follow;
  38979. /**
  38980. * Attached controls to the current camera.
  38981. * @param element Defines the element the controls should be listened from
  38982. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38983. */
  38984. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38985. /**
  38986. * Detach the current controls from the camera.
  38987. * The camera will stop reacting to inputs.
  38988. * @param element Defines the element to stop listening the inputs from
  38989. */
  38990. detachControl(element: HTMLElement): void;
  38991. /** @hidden */
  38992. _checkInputs(): void;
  38993. private _checkLimits;
  38994. /**
  38995. * Gets the camera class name.
  38996. * @returns the class name
  38997. */
  38998. getClassName(): string;
  38999. }
  39000. /**
  39001. * Arc Rotate version of the follow camera.
  39002. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39003. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39004. */
  39005. export class ArcFollowCamera extends TargetCamera {
  39006. /** The longitudinal angle of the camera */
  39007. alpha: number;
  39008. /** The latitudinal angle of the camera */
  39009. beta: number;
  39010. /** The radius of the camera from its target */
  39011. radius: number;
  39012. /** Define the camera target (the messh it should follow) */
  39013. target: Nullable<AbstractMesh>;
  39014. private _cartesianCoordinates;
  39015. /**
  39016. * Instantiates a new ArcFollowCamera
  39017. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39018. * @param name Define the name of the camera
  39019. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39020. * @param beta Define the rotation angle of the camera around the elevation axis
  39021. * @param radius Define the radius of the camera from its target point
  39022. * @param target Define the target of the camera
  39023. * @param scene Define the scene the camera belongs to
  39024. */
  39025. constructor(name: string,
  39026. /** The longitudinal angle of the camera */
  39027. alpha: number,
  39028. /** The latitudinal angle of the camera */
  39029. beta: number,
  39030. /** The radius of the camera from its target */
  39031. radius: number,
  39032. /** Define the camera target (the messh it should follow) */
  39033. target: Nullable<AbstractMesh>, scene: Scene);
  39034. private _follow;
  39035. /** @hidden */
  39036. _checkInputs(): void;
  39037. /**
  39038. * Returns the class name of the object.
  39039. * It is mostly used internally for serialization purposes.
  39040. */
  39041. getClassName(): string;
  39042. }
  39043. }
  39044. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39045. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39046. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39047. import { Nullable } from "babylonjs/types";
  39048. /**
  39049. * Manage the keyboard inputs to control the movement of a follow camera.
  39050. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39051. */
  39052. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39053. /**
  39054. * Defines the camera the input is attached to.
  39055. */
  39056. camera: FollowCamera;
  39057. /**
  39058. * Defines the list of key codes associated with the up action (increase heightOffset)
  39059. */
  39060. keysHeightOffsetIncr: number[];
  39061. /**
  39062. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39063. */
  39064. keysHeightOffsetDecr: number[];
  39065. /**
  39066. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39067. */
  39068. keysHeightOffsetModifierAlt: boolean;
  39069. /**
  39070. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39071. */
  39072. keysHeightOffsetModifierCtrl: boolean;
  39073. /**
  39074. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39075. */
  39076. keysHeightOffsetModifierShift: boolean;
  39077. /**
  39078. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39079. */
  39080. keysRotationOffsetIncr: number[];
  39081. /**
  39082. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39083. */
  39084. keysRotationOffsetDecr: number[];
  39085. /**
  39086. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39087. */
  39088. keysRotationOffsetModifierAlt: boolean;
  39089. /**
  39090. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39091. */
  39092. keysRotationOffsetModifierCtrl: boolean;
  39093. /**
  39094. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39095. */
  39096. keysRotationOffsetModifierShift: boolean;
  39097. /**
  39098. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39099. */
  39100. keysRadiusIncr: number[];
  39101. /**
  39102. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39103. */
  39104. keysRadiusDecr: number[];
  39105. /**
  39106. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39107. */
  39108. keysRadiusModifierAlt: boolean;
  39109. /**
  39110. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39111. */
  39112. keysRadiusModifierCtrl: boolean;
  39113. /**
  39114. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39115. */
  39116. keysRadiusModifierShift: boolean;
  39117. /**
  39118. * Defines the rate of change of heightOffset.
  39119. */
  39120. heightSensibility: number;
  39121. /**
  39122. * Defines the rate of change of rotationOffset.
  39123. */
  39124. rotationSensibility: number;
  39125. /**
  39126. * Defines the rate of change of radius.
  39127. */
  39128. radiusSensibility: number;
  39129. private _keys;
  39130. private _ctrlPressed;
  39131. private _altPressed;
  39132. private _shiftPressed;
  39133. private _onCanvasBlurObserver;
  39134. private _onKeyboardObserver;
  39135. private _engine;
  39136. private _scene;
  39137. /**
  39138. * Attach the input controls to a specific dom element to get the input from.
  39139. * @param element Defines the element the controls should be listened from
  39140. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39141. */
  39142. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39143. /**
  39144. * Detach the current controls from the specified dom element.
  39145. * @param element Defines the element to stop listening the inputs from
  39146. */
  39147. detachControl(element: Nullable<HTMLElement>): void;
  39148. /**
  39149. * Update the current camera state depending on the inputs that have been used this frame.
  39150. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39151. */
  39152. checkInputs(): void;
  39153. /**
  39154. * Gets the class name of the current input.
  39155. * @returns the class name
  39156. */
  39157. getClassName(): string;
  39158. /**
  39159. * Get the friendly name associated with the input class.
  39160. * @returns the input friendly name
  39161. */
  39162. getSimpleName(): string;
  39163. /**
  39164. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39165. * allow modification of the heightOffset value.
  39166. */
  39167. private _modifierHeightOffset;
  39168. /**
  39169. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39170. * allow modification of the rotationOffset value.
  39171. */
  39172. private _modifierRotationOffset;
  39173. /**
  39174. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39175. * allow modification of the radius value.
  39176. */
  39177. private _modifierRadius;
  39178. }
  39179. }
  39180. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39181. import { Nullable } from "babylonjs/types";
  39182. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39183. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39184. import { Observable } from "babylonjs/Misc/observable";
  39185. module "babylonjs/Cameras/freeCameraInputsManager" {
  39186. interface FreeCameraInputsManager {
  39187. /**
  39188. * @hidden
  39189. */
  39190. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39191. /**
  39192. * Add orientation input support to the input manager.
  39193. * @returns the current input manager
  39194. */
  39195. addDeviceOrientation(): FreeCameraInputsManager;
  39196. }
  39197. }
  39198. /**
  39199. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39200. * Screen rotation is taken into account.
  39201. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39202. */
  39203. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39204. private _camera;
  39205. private _screenOrientationAngle;
  39206. private _constantTranform;
  39207. private _screenQuaternion;
  39208. private _alpha;
  39209. private _beta;
  39210. private _gamma;
  39211. /**
  39212. * Can be used to detect if a device orientation sensor is availible on a device
  39213. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39214. * @returns a promise that will resolve on orientation change
  39215. */
  39216. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39217. /**
  39218. * @hidden
  39219. */
  39220. _onDeviceOrientationChangedObservable: Observable<void>;
  39221. /**
  39222. * Instantiates a new input
  39223. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39224. */
  39225. constructor();
  39226. /**
  39227. * Define the camera controlled by the input.
  39228. */
  39229. camera: FreeCamera;
  39230. /**
  39231. * Attach the input controls to a specific dom element to get the input from.
  39232. * @param element Defines the element the controls should be listened from
  39233. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39234. */
  39235. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39236. private _orientationChanged;
  39237. private _deviceOrientation;
  39238. /**
  39239. * Detach the current controls from the specified dom element.
  39240. * @param element Defines the element to stop listening the inputs from
  39241. */
  39242. detachControl(element: Nullable<HTMLElement>): void;
  39243. /**
  39244. * Update the current camera state depending on the inputs that have been used this frame.
  39245. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39246. */
  39247. checkInputs(): void;
  39248. /**
  39249. * Gets the class name of the current intput.
  39250. * @returns the class name
  39251. */
  39252. getClassName(): string;
  39253. /**
  39254. * Get the friendly name associated with the input class.
  39255. * @returns the input friendly name
  39256. */
  39257. getSimpleName(): string;
  39258. }
  39259. }
  39260. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39261. import { Nullable } from "babylonjs/types";
  39262. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39263. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39264. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39265. /**
  39266. * Manage the gamepad inputs to control a free camera.
  39267. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39268. */
  39269. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39270. /**
  39271. * Define the camera the input is attached to.
  39272. */
  39273. camera: FreeCamera;
  39274. /**
  39275. * Define the Gamepad controlling the input
  39276. */
  39277. gamepad: Nullable<Gamepad>;
  39278. /**
  39279. * Defines the gamepad rotation sensiblity.
  39280. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39281. */
  39282. gamepadAngularSensibility: number;
  39283. /**
  39284. * Defines the gamepad move sensiblity.
  39285. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39286. */
  39287. gamepadMoveSensibility: number;
  39288. private _onGamepadConnectedObserver;
  39289. private _onGamepadDisconnectedObserver;
  39290. private _cameraTransform;
  39291. private _deltaTransform;
  39292. private _vector3;
  39293. private _vector2;
  39294. /**
  39295. * Attach the input controls to a specific dom element to get the input from.
  39296. * @param element Defines the element the controls should be listened from
  39297. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39298. */
  39299. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39300. /**
  39301. * Detach the current controls from the specified dom element.
  39302. * @param element Defines the element to stop listening the inputs from
  39303. */
  39304. detachControl(element: Nullable<HTMLElement>): void;
  39305. /**
  39306. * Update the current camera state depending on the inputs that have been used this frame.
  39307. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39308. */
  39309. checkInputs(): void;
  39310. /**
  39311. * Gets the class name of the current intput.
  39312. * @returns the class name
  39313. */
  39314. getClassName(): string;
  39315. /**
  39316. * Get the friendly name associated with the input class.
  39317. * @returns the input friendly name
  39318. */
  39319. getSimpleName(): string;
  39320. }
  39321. }
  39322. declare module "babylonjs/Misc/virtualJoystick" {
  39323. import { Nullable } from "babylonjs/types";
  39324. import { Vector3 } from "babylonjs/Maths/math.vector";
  39325. /**
  39326. * Defines the potential axis of a Joystick
  39327. */
  39328. export enum JoystickAxis {
  39329. /** X axis */
  39330. X = 0,
  39331. /** Y axis */
  39332. Y = 1,
  39333. /** Z axis */
  39334. Z = 2
  39335. }
  39336. /**
  39337. * Class used to define virtual joystick (used in touch mode)
  39338. */
  39339. export class VirtualJoystick {
  39340. /**
  39341. * Gets or sets a boolean indicating that left and right values must be inverted
  39342. */
  39343. reverseLeftRight: boolean;
  39344. /**
  39345. * Gets or sets a boolean indicating that up and down values must be inverted
  39346. */
  39347. reverseUpDown: boolean;
  39348. /**
  39349. * Gets the offset value for the position (ie. the change of the position value)
  39350. */
  39351. deltaPosition: Vector3;
  39352. /**
  39353. * Gets a boolean indicating if the virtual joystick was pressed
  39354. */
  39355. pressed: boolean;
  39356. /**
  39357. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39358. */
  39359. static Canvas: Nullable<HTMLCanvasElement>;
  39360. private static _globalJoystickIndex;
  39361. private static vjCanvasContext;
  39362. private static vjCanvasWidth;
  39363. private static vjCanvasHeight;
  39364. private static halfWidth;
  39365. private _action;
  39366. private _axisTargetedByLeftAndRight;
  39367. private _axisTargetedByUpAndDown;
  39368. private _joystickSensibility;
  39369. private _inversedSensibility;
  39370. private _joystickPointerID;
  39371. private _joystickColor;
  39372. private _joystickPointerPos;
  39373. private _joystickPreviousPointerPos;
  39374. private _joystickPointerStartPos;
  39375. private _deltaJoystickVector;
  39376. private _leftJoystick;
  39377. private _touches;
  39378. private _onPointerDownHandlerRef;
  39379. private _onPointerMoveHandlerRef;
  39380. private _onPointerUpHandlerRef;
  39381. private _onResize;
  39382. /**
  39383. * Creates a new virtual joystick
  39384. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39385. */
  39386. constructor(leftJoystick?: boolean);
  39387. /**
  39388. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39389. * @param newJoystickSensibility defines the new sensibility
  39390. */
  39391. setJoystickSensibility(newJoystickSensibility: number): void;
  39392. private _onPointerDown;
  39393. private _onPointerMove;
  39394. private _onPointerUp;
  39395. /**
  39396. * Change the color of the virtual joystick
  39397. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39398. */
  39399. setJoystickColor(newColor: string): void;
  39400. /**
  39401. * Defines a callback to call when the joystick is touched
  39402. * @param action defines the callback
  39403. */
  39404. setActionOnTouch(action: () => any): void;
  39405. /**
  39406. * Defines which axis you'd like to control for left & right
  39407. * @param axis defines the axis to use
  39408. */
  39409. setAxisForLeftRight(axis: JoystickAxis): void;
  39410. /**
  39411. * Defines which axis you'd like to control for up & down
  39412. * @param axis defines the axis to use
  39413. */
  39414. setAxisForUpDown(axis: JoystickAxis): void;
  39415. private _drawVirtualJoystick;
  39416. /**
  39417. * Release internal HTML canvas
  39418. */
  39419. releaseCanvas(): void;
  39420. }
  39421. }
  39422. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39423. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39424. import { Nullable } from "babylonjs/types";
  39425. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39426. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39427. module "babylonjs/Cameras/freeCameraInputsManager" {
  39428. interface FreeCameraInputsManager {
  39429. /**
  39430. * Add virtual joystick input support to the input manager.
  39431. * @returns the current input manager
  39432. */
  39433. addVirtualJoystick(): FreeCameraInputsManager;
  39434. }
  39435. }
  39436. /**
  39437. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39438. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39439. */
  39440. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39441. /**
  39442. * Defines the camera the input is attached to.
  39443. */
  39444. camera: FreeCamera;
  39445. private _leftjoystick;
  39446. private _rightjoystick;
  39447. /**
  39448. * Gets the left stick of the virtual joystick.
  39449. * @returns The virtual Joystick
  39450. */
  39451. getLeftJoystick(): VirtualJoystick;
  39452. /**
  39453. * Gets the right stick of the virtual joystick.
  39454. * @returns The virtual Joystick
  39455. */
  39456. getRightJoystick(): VirtualJoystick;
  39457. /**
  39458. * Update the current camera state depending on the inputs that have been used this frame.
  39459. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39460. */
  39461. checkInputs(): void;
  39462. /**
  39463. * Attach the input controls to a specific dom element to get the input from.
  39464. * @param element Defines the element the controls should be listened from
  39465. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39466. */
  39467. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39468. /**
  39469. * Detach the current controls from the specified dom element.
  39470. * @param element Defines the element to stop listening the inputs from
  39471. */
  39472. detachControl(element: Nullable<HTMLElement>): void;
  39473. /**
  39474. * Gets the class name of the current intput.
  39475. * @returns the class name
  39476. */
  39477. getClassName(): string;
  39478. /**
  39479. * Get the friendly name associated with the input class.
  39480. * @returns the input friendly name
  39481. */
  39482. getSimpleName(): string;
  39483. }
  39484. }
  39485. declare module "babylonjs/Cameras/Inputs/index" {
  39486. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39487. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39488. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39489. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39490. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39491. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39492. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39493. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39494. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39495. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39496. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39497. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39498. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39499. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39500. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39501. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39502. }
  39503. declare module "babylonjs/Cameras/touchCamera" {
  39504. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39505. import { Scene } from "babylonjs/scene";
  39506. import { Vector3 } from "babylonjs/Maths/math.vector";
  39507. /**
  39508. * This represents a FPS type of camera controlled by touch.
  39509. * This is like a universal camera minus the Gamepad controls.
  39510. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39511. */
  39512. export class TouchCamera extends FreeCamera {
  39513. /**
  39514. * Defines the touch sensibility for rotation.
  39515. * The higher the faster.
  39516. */
  39517. touchAngularSensibility: number;
  39518. /**
  39519. * Defines the touch sensibility for move.
  39520. * The higher the faster.
  39521. */
  39522. touchMoveSensibility: number;
  39523. /**
  39524. * Instantiates a new touch camera.
  39525. * This represents a FPS type of camera controlled by touch.
  39526. * This is like a universal camera minus the Gamepad controls.
  39527. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39528. * @param name Define the name of the camera in the scene
  39529. * @param position Define the start position of the camera in the scene
  39530. * @param scene Define the scene the camera belongs to
  39531. */
  39532. constructor(name: string, position: Vector3, scene: Scene);
  39533. /**
  39534. * Gets the current object class name.
  39535. * @return the class name
  39536. */
  39537. getClassName(): string;
  39538. /** @hidden */
  39539. _setupInputs(): void;
  39540. }
  39541. }
  39542. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39543. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39544. import { Scene } from "babylonjs/scene";
  39545. import { Vector3 } from "babylonjs/Maths/math.vector";
  39546. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39547. import { Axis } from "babylonjs/Maths/math.axis";
  39548. /**
  39549. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39550. * being tilted forward or back and left or right.
  39551. */
  39552. export class DeviceOrientationCamera extends FreeCamera {
  39553. private _initialQuaternion;
  39554. private _quaternionCache;
  39555. private _tmpDragQuaternion;
  39556. private _disablePointerInputWhenUsingDeviceOrientation;
  39557. /**
  39558. * Creates a new device orientation camera
  39559. * @param name The name of the camera
  39560. * @param position The start position camera
  39561. * @param scene The scene the camera belongs to
  39562. */
  39563. constructor(name: string, position: Vector3, scene: Scene);
  39564. /**
  39565. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  39566. */
  39567. disablePointerInputWhenUsingDeviceOrientation: boolean;
  39568. private _dragFactor;
  39569. /**
  39570. * Enabled turning on the y axis when the orientation sensor is active
  39571. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39572. */
  39573. enableHorizontalDragging(dragFactor?: number): void;
  39574. /**
  39575. * Gets the current instance class name ("DeviceOrientationCamera").
  39576. * This helps avoiding instanceof at run time.
  39577. * @returns the class name
  39578. */
  39579. getClassName(): string;
  39580. /**
  39581. * @hidden
  39582. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39583. */
  39584. _checkInputs(): void;
  39585. /**
  39586. * Reset the camera to its default orientation on the specified axis only.
  39587. * @param axis The axis to reset
  39588. */
  39589. resetToCurrentRotation(axis?: Axis): void;
  39590. }
  39591. }
  39592. declare module "babylonjs/Gamepads/xboxGamepad" {
  39593. import { Observable } from "babylonjs/Misc/observable";
  39594. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39595. /**
  39596. * Defines supported buttons for XBox360 compatible gamepads
  39597. */
  39598. export enum Xbox360Button {
  39599. /** A */
  39600. A = 0,
  39601. /** B */
  39602. B = 1,
  39603. /** X */
  39604. X = 2,
  39605. /** Y */
  39606. Y = 3,
  39607. /** Start */
  39608. Start = 4,
  39609. /** Back */
  39610. Back = 5,
  39611. /** Left button */
  39612. LB = 6,
  39613. /** Right button */
  39614. RB = 7,
  39615. /** Left stick */
  39616. LeftStick = 8,
  39617. /** Right stick */
  39618. RightStick = 9
  39619. }
  39620. /** Defines values for XBox360 DPad */
  39621. export enum Xbox360Dpad {
  39622. /** Up */
  39623. Up = 0,
  39624. /** Down */
  39625. Down = 1,
  39626. /** Left */
  39627. Left = 2,
  39628. /** Right */
  39629. Right = 3
  39630. }
  39631. /**
  39632. * Defines a XBox360 gamepad
  39633. */
  39634. export class Xbox360Pad extends Gamepad {
  39635. private _leftTrigger;
  39636. private _rightTrigger;
  39637. private _onlefttriggerchanged;
  39638. private _onrighttriggerchanged;
  39639. private _onbuttondown;
  39640. private _onbuttonup;
  39641. private _ondpaddown;
  39642. private _ondpadup;
  39643. /** Observable raised when a button is pressed */
  39644. onButtonDownObservable: Observable<Xbox360Button>;
  39645. /** Observable raised when a button is released */
  39646. onButtonUpObservable: Observable<Xbox360Button>;
  39647. /** Observable raised when a pad is pressed */
  39648. onPadDownObservable: Observable<Xbox360Dpad>;
  39649. /** Observable raised when a pad is released */
  39650. onPadUpObservable: Observable<Xbox360Dpad>;
  39651. private _buttonA;
  39652. private _buttonB;
  39653. private _buttonX;
  39654. private _buttonY;
  39655. private _buttonBack;
  39656. private _buttonStart;
  39657. private _buttonLB;
  39658. private _buttonRB;
  39659. private _buttonLeftStick;
  39660. private _buttonRightStick;
  39661. private _dPadUp;
  39662. private _dPadDown;
  39663. private _dPadLeft;
  39664. private _dPadRight;
  39665. private _isXboxOnePad;
  39666. /**
  39667. * Creates a new XBox360 gamepad object
  39668. * @param id defines the id of this gamepad
  39669. * @param index defines its index
  39670. * @param gamepad defines the internal HTML gamepad object
  39671. * @param xboxOne defines if it is a XBox One gamepad
  39672. */
  39673. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39674. /**
  39675. * Defines the callback to call when left trigger is pressed
  39676. * @param callback defines the callback to use
  39677. */
  39678. onlefttriggerchanged(callback: (value: number) => void): void;
  39679. /**
  39680. * Defines the callback to call when right trigger is pressed
  39681. * @param callback defines the callback to use
  39682. */
  39683. onrighttriggerchanged(callback: (value: number) => void): void;
  39684. /**
  39685. * Gets the left trigger value
  39686. */
  39687. /**
  39688. * Sets the left trigger value
  39689. */
  39690. leftTrigger: number;
  39691. /**
  39692. * Gets the right trigger value
  39693. */
  39694. /**
  39695. * Sets the right trigger value
  39696. */
  39697. rightTrigger: number;
  39698. /**
  39699. * Defines the callback to call when a button is pressed
  39700. * @param callback defines the callback to use
  39701. */
  39702. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39703. /**
  39704. * Defines the callback to call when a button is released
  39705. * @param callback defines the callback to use
  39706. */
  39707. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39708. /**
  39709. * Defines the callback to call when a pad is pressed
  39710. * @param callback defines the callback to use
  39711. */
  39712. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39713. /**
  39714. * Defines the callback to call when a pad is released
  39715. * @param callback defines the callback to use
  39716. */
  39717. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39718. private _setButtonValue;
  39719. private _setDPadValue;
  39720. /**
  39721. * Gets the value of the `A` button
  39722. */
  39723. /**
  39724. * Sets the value of the `A` button
  39725. */
  39726. buttonA: number;
  39727. /**
  39728. * Gets the value of the `B` button
  39729. */
  39730. /**
  39731. * Sets the value of the `B` button
  39732. */
  39733. buttonB: number;
  39734. /**
  39735. * Gets the value of the `X` button
  39736. */
  39737. /**
  39738. * Sets the value of the `X` button
  39739. */
  39740. buttonX: number;
  39741. /**
  39742. * Gets the value of the `Y` button
  39743. */
  39744. /**
  39745. * Sets the value of the `Y` button
  39746. */
  39747. buttonY: number;
  39748. /**
  39749. * Gets the value of the `Start` button
  39750. */
  39751. /**
  39752. * Sets the value of the `Start` button
  39753. */
  39754. buttonStart: number;
  39755. /**
  39756. * Gets the value of the `Back` button
  39757. */
  39758. /**
  39759. * Sets the value of the `Back` button
  39760. */
  39761. buttonBack: number;
  39762. /**
  39763. * Gets the value of the `Left` button
  39764. */
  39765. /**
  39766. * Sets the value of the `Left` button
  39767. */
  39768. buttonLB: number;
  39769. /**
  39770. * Gets the value of the `Right` button
  39771. */
  39772. /**
  39773. * Sets the value of the `Right` button
  39774. */
  39775. buttonRB: number;
  39776. /**
  39777. * Gets the value of the Left joystick
  39778. */
  39779. /**
  39780. * Sets the value of the Left joystick
  39781. */
  39782. buttonLeftStick: number;
  39783. /**
  39784. * Gets the value of the Right joystick
  39785. */
  39786. /**
  39787. * Sets the value of the Right joystick
  39788. */
  39789. buttonRightStick: number;
  39790. /**
  39791. * Gets the value of D-pad up
  39792. */
  39793. /**
  39794. * Sets the value of D-pad up
  39795. */
  39796. dPadUp: number;
  39797. /**
  39798. * Gets the value of D-pad down
  39799. */
  39800. /**
  39801. * Sets the value of D-pad down
  39802. */
  39803. dPadDown: number;
  39804. /**
  39805. * Gets the value of D-pad left
  39806. */
  39807. /**
  39808. * Sets the value of D-pad left
  39809. */
  39810. dPadLeft: number;
  39811. /**
  39812. * Gets the value of D-pad right
  39813. */
  39814. /**
  39815. * Sets the value of D-pad right
  39816. */
  39817. dPadRight: number;
  39818. /**
  39819. * Force the gamepad to synchronize with device values
  39820. */
  39821. update(): void;
  39822. /**
  39823. * Disposes the gamepad
  39824. */
  39825. dispose(): void;
  39826. }
  39827. }
  39828. declare module "babylonjs/Gamepads/dualShockGamepad" {
  39829. import { Observable } from "babylonjs/Misc/observable";
  39830. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39831. /**
  39832. * Defines supported buttons for DualShock compatible gamepads
  39833. */
  39834. export enum DualShockButton {
  39835. /** Cross */
  39836. Cross = 0,
  39837. /** Circle */
  39838. Circle = 1,
  39839. /** Square */
  39840. Square = 2,
  39841. /** Triangle */
  39842. Triangle = 3,
  39843. /** Options */
  39844. Options = 4,
  39845. /** Share */
  39846. Share = 5,
  39847. /** L1 */
  39848. L1 = 6,
  39849. /** R1 */
  39850. R1 = 7,
  39851. /** Left stick */
  39852. LeftStick = 8,
  39853. /** Right stick */
  39854. RightStick = 9
  39855. }
  39856. /** Defines values for DualShock DPad */
  39857. export enum DualShockDpad {
  39858. /** Up */
  39859. Up = 0,
  39860. /** Down */
  39861. Down = 1,
  39862. /** Left */
  39863. Left = 2,
  39864. /** Right */
  39865. Right = 3
  39866. }
  39867. /**
  39868. * Defines a DualShock gamepad
  39869. */
  39870. export class DualShockPad extends Gamepad {
  39871. private _leftTrigger;
  39872. private _rightTrigger;
  39873. private _onlefttriggerchanged;
  39874. private _onrighttriggerchanged;
  39875. private _onbuttondown;
  39876. private _onbuttonup;
  39877. private _ondpaddown;
  39878. private _ondpadup;
  39879. /** Observable raised when a button is pressed */
  39880. onButtonDownObservable: Observable<DualShockButton>;
  39881. /** Observable raised when a button is released */
  39882. onButtonUpObservable: Observable<DualShockButton>;
  39883. /** Observable raised when a pad is pressed */
  39884. onPadDownObservable: Observable<DualShockDpad>;
  39885. /** Observable raised when a pad is released */
  39886. onPadUpObservable: Observable<DualShockDpad>;
  39887. private _buttonCross;
  39888. private _buttonCircle;
  39889. private _buttonSquare;
  39890. private _buttonTriangle;
  39891. private _buttonShare;
  39892. private _buttonOptions;
  39893. private _buttonL1;
  39894. private _buttonR1;
  39895. private _buttonLeftStick;
  39896. private _buttonRightStick;
  39897. private _dPadUp;
  39898. private _dPadDown;
  39899. private _dPadLeft;
  39900. private _dPadRight;
  39901. /**
  39902. * Creates a new DualShock gamepad object
  39903. * @param id defines the id of this gamepad
  39904. * @param index defines its index
  39905. * @param gamepad defines the internal HTML gamepad object
  39906. */
  39907. constructor(id: string, index: number, gamepad: any);
  39908. /**
  39909. * Defines the callback to call when left trigger is pressed
  39910. * @param callback defines the callback to use
  39911. */
  39912. onlefttriggerchanged(callback: (value: number) => void): void;
  39913. /**
  39914. * Defines the callback to call when right trigger is pressed
  39915. * @param callback defines the callback to use
  39916. */
  39917. onrighttriggerchanged(callback: (value: number) => void): void;
  39918. /**
  39919. * Gets the left trigger value
  39920. */
  39921. /**
  39922. * Sets the left trigger value
  39923. */
  39924. leftTrigger: number;
  39925. /**
  39926. * Gets the right trigger value
  39927. */
  39928. /**
  39929. * Sets the right trigger value
  39930. */
  39931. rightTrigger: number;
  39932. /**
  39933. * Defines the callback to call when a button is pressed
  39934. * @param callback defines the callback to use
  39935. */
  39936. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  39937. /**
  39938. * Defines the callback to call when a button is released
  39939. * @param callback defines the callback to use
  39940. */
  39941. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  39942. /**
  39943. * Defines the callback to call when a pad is pressed
  39944. * @param callback defines the callback to use
  39945. */
  39946. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  39947. /**
  39948. * Defines the callback to call when a pad is released
  39949. * @param callback defines the callback to use
  39950. */
  39951. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  39952. private _setButtonValue;
  39953. private _setDPadValue;
  39954. /**
  39955. * Gets the value of the `Cross` button
  39956. */
  39957. /**
  39958. * Sets the value of the `Cross` button
  39959. */
  39960. buttonCross: number;
  39961. /**
  39962. * Gets the value of the `Circle` button
  39963. */
  39964. /**
  39965. * Sets the value of the `Circle` button
  39966. */
  39967. buttonCircle: number;
  39968. /**
  39969. * Gets the value of the `Square` button
  39970. */
  39971. /**
  39972. * Sets the value of the `Square` button
  39973. */
  39974. buttonSquare: number;
  39975. /**
  39976. * Gets the value of the `Triangle` button
  39977. */
  39978. /**
  39979. * Sets the value of the `Triangle` button
  39980. */
  39981. buttonTriangle: number;
  39982. /**
  39983. * Gets the value of the `Options` button
  39984. */
  39985. /**
  39986. * Sets the value of the `Options` button
  39987. */
  39988. buttonOptions: number;
  39989. /**
  39990. * Gets the value of the `Share` button
  39991. */
  39992. /**
  39993. * Sets the value of the `Share` button
  39994. */
  39995. buttonShare: number;
  39996. /**
  39997. * Gets the value of the `L1` button
  39998. */
  39999. /**
  40000. * Sets the value of the `L1` button
  40001. */
  40002. buttonL1: number;
  40003. /**
  40004. * Gets the value of the `R1` button
  40005. */
  40006. /**
  40007. * Sets the value of the `R1` button
  40008. */
  40009. buttonR1: number;
  40010. /**
  40011. * Gets the value of the Left joystick
  40012. */
  40013. /**
  40014. * Sets the value of the Left joystick
  40015. */
  40016. buttonLeftStick: number;
  40017. /**
  40018. * Gets the value of the Right joystick
  40019. */
  40020. /**
  40021. * Sets the value of the Right joystick
  40022. */
  40023. buttonRightStick: number;
  40024. /**
  40025. * Gets the value of D-pad up
  40026. */
  40027. /**
  40028. * Sets the value of D-pad up
  40029. */
  40030. dPadUp: number;
  40031. /**
  40032. * Gets the value of D-pad down
  40033. */
  40034. /**
  40035. * Sets the value of D-pad down
  40036. */
  40037. dPadDown: number;
  40038. /**
  40039. * Gets the value of D-pad left
  40040. */
  40041. /**
  40042. * Sets the value of D-pad left
  40043. */
  40044. dPadLeft: number;
  40045. /**
  40046. * Gets the value of D-pad right
  40047. */
  40048. /**
  40049. * Sets the value of D-pad right
  40050. */
  40051. dPadRight: number;
  40052. /**
  40053. * Force the gamepad to synchronize with device values
  40054. */
  40055. update(): void;
  40056. /**
  40057. * Disposes the gamepad
  40058. */
  40059. dispose(): void;
  40060. }
  40061. }
  40062. declare module "babylonjs/Gamepads/gamepadManager" {
  40063. import { Observable } from "babylonjs/Misc/observable";
  40064. import { Nullable } from "babylonjs/types";
  40065. import { Scene } from "babylonjs/scene";
  40066. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40067. /**
  40068. * Manager for handling gamepads
  40069. */
  40070. export class GamepadManager {
  40071. private _scene?;
  40072. private _babylonGamepads;
  40073. private _oneGamepadConnected;
  40074. /** @hidden */
  40075. _isMonitoring: boolean;
  40076. private _gamepadEventSupported;
  40077. private _gamepadSupport;
  40078. /**
  40079. * observable to be triggered when the gamepad controller has been connected
  40080. */
  40081. onGamepadConnectedObservable: Observable<Gamepad>;
  40082. /**
  40083. * observable to be triggered when the gamepad controller has been disconnected
  40084. */
  40085. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40086. private _onGamepadConnectedEvent;
  40087. private _onGamepadDisconnectedEvent;
  40088. /**
  40089. * Initializes the gamepad manager
  40090. * @param _scene BabylonJS scene
  40091. */
  40092. constructor(_scene?: Scene | undefined);
  40093. /**
  40094. * The gamepads in the game pad manager
  40095. */
  40096. readonly gamepads: Gamepad[];
  40097. /**
  40098. * Get the gamepad controllers based on type
  40099. * @param type The type of gamepad controller
  40100. * @returns Nullable gamepad
  40101. */
  40102. getGamepadByType(type?: number): Nullable<Gamepad>;
  40103. /**
  40104. * Disposes the gamepad manager
  40105. */
  40106. dispose(): void;
  40107. private _addNewGamepad;
  40108. private _startMonitoringGamepads;
  40109. private _stopMonitoringGamepads;
  40110. /** @hidden */
  40111. _checkGamepadsStatus(): void;
  40112. private _updateGamepadObjects;
  40113. }
  40114. }
  40115. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40116. import { Nullable } from "babylonjs/types";
  40117. import { Scene } from "babylonjs/scene";
  40118. import { ISceneComponent } from "babylonjs/sceneComponent";
  40119. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40120. module "babylonjs/scene" {
  40121. interface Scene {
  40122. /** @hidden */
  40123. _gamepadManager: Nullable<GamepadManager>;
  40124. /**
  40125. * Gets the gamepad manager associated with the scene
  40126. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40127. */
  40128. gamepadManager: GamepadManager;
  40129. }
  40130. }
  40131. module "babylonjs/Cameras/freeCameraInputsManager" {
  40132. /**
  40133. * Interface representing a free camera inputs manager
  40134. */
  40135. interface FreeCameraInputsManager {
  40136. /**
  40137. * Adds gamepad input support to the FreeCameraInputsManager.
  40138. * @returns the FreeCameraInputsManager
  40139. */
  40140. addGamepad(): FreeCameraInputsManager;
  40141. }
  40142. }
  40143. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40144. /**
  40145. * Interface representing an arc rotate camera inputs manager
  40146. */
  40147. interface ArcRotateCameraInputsManager {
  40148. /**
  40149. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40150. * @returns the camera inputs manager
  40151. */
  40152. addGamepad(): ArcRotateCameraInputsManager;
  40153. }
  40154. }
  40155. /**
  40156. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40157. */
  40158. export class GamepadSystemSceneComponent implements ISceneComponent {
  40159. /**
  40160. * The component name helpfull to identify the component in the list of scene components.
  40161. */
  40162. readonly name: string;
  40163. /**
  40164. * The scene the component belongs to.
  40165. */
  40166. scene: Scene;
  40167. /**
  40168. * Creates a new instance of the component for the given scene
  40169. * @param scene Defines the scene to register the component in
  40170. */
  40171. constructor(scene: Scene);
  40172. /**
  40173. * Registers the component in a given scene
  40174. */
  40175. register(): void;
  40176. /**
  40177. * Rebuilds the elements related to this component in case of
  40178. * context lost for instance.
  40179. */
  40180. rebuild(): void;
  40181. /**
  40182. * Disposes the component and the associated ressources
  40183. */
  40184. dispose(): void;
  40185. private _beforeCameraUpdate;
  40186. }
  40187. }
  40188. declare module "babylonjs/Cameras/universalCamera" {
  40189. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40190. import { Scene } from "babylonjs/scene";
  40191. import { Vector3 } from "babylonjs/Maths/math.vector";
  40192. import "babylonjs/Gamepads/gamepadSceneComponent";
  40193. /**
  40194. * 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,
  40195. * which still works and will still be found in many Playgrounds.
  40196. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40197. */
  40198. export class UniversalCamera extends TouchCamera {
  40199. /**
  40200. * Defines the gamepad rotation sensiblity.
  40201. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40202. */
  40203. gamepadAngularSensibility: number;
  40204. /**
  40205. * Defines the gamepad move sensiblity.
  40206. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40207. */
  40208. gamepadMoveSensibility: number;
  40209. /**
  40210. * 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,
  40211. * which still works and will still be found in many Playgrounds.
  40212. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40213. * @param name Define the name of the camera in the scene
  40214. * @param position Define the start position of the camera in the scene
  40215. * @param scene Define the scene the camera belongs to
  40216. */
  40217. constructor(name: string, position: Vector3, scene: Scene);
  40218. /**
  40219. * Gets the current object class name.
  40220. * @return the class name
  40221. */
  40222. getClassName(): string;
  40223. }
  40224. }
  40225. declare module "babylonjs/Cameras/gamepadCamera" {
  40226. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40227. import { Scene } from "babylonjs/scene";
  40228. import { Vector3 } from "babylonjs/Maths/math.vector";
  40229. /**
  40230. * This represents a FPS type of camera. This is only here for back compat purpose.
  40231. * Please use the UniversalCamera instead as both are identical.
  40232. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40233. */
  40234. export class GamepadCamera extends UniversalCamera {
  40235. /**
  40236. * Instantiates a new Gamepad Camera
  40237. * This represents a FPS type of camera. This is only here for back compat purpose.
  40238. * Please use the UniversalCamera instead as both are identical.
  40239. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40240. * @param name Define the name of the camera in the scene
  40241. * @param position Define the start position of the camera in the scene
  40242. * @param scene Define the scene the camera belongs to
  40243. */
  40244. constructor(name: string, position: Vector3, scene: Scene);
  40245. /**
  40246. * Gets the current object class name.
  40247. * @return the class name
  40248. */
  40249. getClassName(): string;
  40250. }
  40251. }
  40252. declare module "babylonjs/Shaders/pass.fragment" {
  40253. /** @hidden */
  40254. export var passPixelShader: {
  40255. name: string;
  40256. shader: string;
  40257. };
  40258. }
  40259. declare module "babylonjs/Shaders/passCube.fragment" {
  40260. /** @hidden */
  40261. export var passCubePixelShader: {
  40262. name: string;
  40263. shader: string;
  40264. };
  40265. }
  40266. declare module "babylonjs/PostProcesses/passPostProcess" {
  40267. import { Nullable } from "babylonjs/types";
  40268. import { Camera } from "babylonjs/Cameras/camera";
  40269. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40270. import { Engine } from "babylonjs/Engines/engine";
  40271. import "babylonjs/Shaders/pass.fragment";
  40272. import "babylonjs/Shaders/passCube.fragment";
  40273. /**
  40274. * PassPostProcess which produces an output the same as it's input
  40275. */
  40276. export class PassPostProcess extends PostProcess {
  40277. /**
  40278. * Creates the PassPostProcess
  40279. * @param name The name of the effect.
  40280. * @param options The required width/height ratio to downsize to before computing the render pass.
  40281. * @param camera The camera to apply the render pass to.
  40282. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40283. * @param engine The engine which the post process will be applied. (default: current engine)
  40284. * @param reusable If the post process can be reused on the same frame. (default: false)
  40285. * @param textureType The type of texture to be used when performing the post processing.
  40286. * @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)
  40287. */
  40288. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40289. }
  40290. /**
  40291. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40292. */
  40293. export class PassCubePostProcess extends PostProcess {
  40294. private _face;
  40295. /**
  40296. * Gets or sets the cube face to display.
  40297. * * 0 is +X
  40298. * * 1 is -X
  40299. * * 2 is +Y
  40300. * * 3 is -Y
  40301. * * 4 is +Z
  40302. * * 5 is -Z
  40303. */
  40304. face: number;
  40305. /**
  40306. * Creates the PassCubePostProcess
  40307. * @param name The name of the effect.
  40308. * @param options The required width/height ratio to downsize to before computing the render pass.
  40309. * @param camera The camera to apply the render pass to.
  40310. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40311. * @param engine The engine which the post process will be applied. (default: current engine)
  40312. * @param reusable If the post process can be reused on the same frame. (default: false)
  40313. * @param textureType The type of texture to be used when performing the post processing.
  40314. * @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)
  40315. */
  40316. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40317. }
  40318. }
  40319. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40320. /** @hidden */
  40321. export var anaglyphPixelShader: {
  40322. name: string;
  40323. shader: string;
  40324. };
  40325. }
  40326. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40327. import { Engine } from "babylonjs/Engines/engine";
  40328. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40329. import { Camera } from "babylonjs/Cameras/camera";
  40330. import "babylonjs/Shaders/anaglyph.fragment";
  40331. /**
  40332. * Postprocess used to generate anaglyphic rendering
  40333. */
  40334. export class AnaglyphPostProcess extends PostProcess {
  40335. private _passedProcess;
  40336. /**
  40337. * Creates a new AnaglyphPostProcess
  40338. * @param name defines postprocess name
  40339. * @param options defines creation options or target ratio scale
  40340. * @param rigCameras defines cameras using this postprocess
  40341. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40342. * @param engine defines hosting engine
  40343. * @param reusable defines if the postprocess will be reused multiple times per frame
  40344. */
  40345. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40346. }
  40347. }
  40348. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40349. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40350. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40351. import { Scene } from "babylonjs/scene";
  40352. import { Vector3 } from "babylonjs/Maths/math.vector";
  40353. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40354. /**
  40355. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40356. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40357. */
  40358. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40359. /**
  40360. * Creates a new AnaglyphArcRotateCamera
  40361. * @param name defines camera name
  40362. * @param alpha defines alpha angle (in radians)
  40363. * @param beta defines beta angle (in radians)
  40364. * @param radius defines radius
  40365. * @param target defines camera target
  40366. * @param interaxialDistance defines distance between each color axis
  40367. * @param scene defines the hosting scene
  40368. */
  40369. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40370. /**
  40371. * Gets camera class name
  40372. * @returns AnaglyphArcRotateCamera
  40373. */
  40374. getClassName(): string;
  40375. }
  40376. }
  40377. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40378. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40379. import { Scene } from "babylonjs/scene";
  40380. import { Vector3 } from "babylonjs/Maths/math.vector";
  40381. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40382. /**
  40383. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40384. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40385. */
  40386. export class AnaglyphFreeCamera extends FreeCamera {
  40387. /**
  40388. * Creates a new AnaglyphFreeCamera
  40389. * @param name defines camera name
  40390. * @param position defines initial position
  40391. * @param interaxialDistance defines distance between each color axis
  40392. * @param scene defines the hosting scene
  40393. */
  40394. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40395. /**
  40396. * Gets camera class name
  40397. * @returns AnaglyphFreeCamera
  40398. */
  40399. getClassName(): string;
  40400. }
  40401. }
  40402. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40403. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40404. import { Scene } from "babylonjs/scene";
  40405. import { Vector3 } from "babylonjs/Maths/math.vector";
  40406. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40407. /**
  40408. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40409. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40410. */
  40411. export class AnaglyphGamepadCamera extends GamepadCamera {
  40412. /**
  40413. * Creates a new AnaglyphGamepadCamera
  40414. * @param name defines camera name
  40415. * @param position defines initial position
  40416. * @param interaxialDistance defines distance between each color axis
  40417. * @param scene defines the hosting scene
  40418. */
  40419. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40420. /**
  40421. * Gets camera class name
  40422. * @returns AnaglyphGamepadCamera
  40423. */
  40424. getClassName(): string;
  40425. }
  40426. }
  40427. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40428. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40429. import { Scene } from "babylonjs/scene";
  40430. import { Vector3 } from "babylonjs/Maths/math.vector";
  40431. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40432. /**
  40433. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40434. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40435. */
  40436. export class AnaglyphUniversalCamera extends UniversalCamera {
  40437. /**
  40438. * Creates a new AnaglyphUniversalCamera
  40439. * @param name defines camera name
  40440. * @param position defines initial position
  40441. * @param interaxialDistance defines distance between each color axis
  40442. * @param scene defines the hosting scene
  40443. */
  40444. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40445. /**
  40446. * Gets camera class name
  40447. * @returns AnaglyphUniversalCamera
  40448. */
  40449. getClassName(): string;
  40450. }
  40451. }
  40452. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40453. /** @hidden */
  40454. export var stereoscopicInterlacePixelShader: {
  40455. name: string;
  40456. shader: string;
  40457. };
  40458. }
  40459. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40460. import { Camera } from "babylonjs/Cameras/camera";
  40461. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40462. import { Engine } from "babylonjs/Engines/engine";
  40463. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40464. /**
  40465. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40466. */
  40467. export class StereoscopicInterlacePostProcess extends PostProcess {
  40468. private _stepSize;
  40469. private _passedProcess;
  40470. /**
  40471. * Initializes a StereoscopicInterlacePostProcess
  40472. * @param name The name of the effect.
  40473. * @param rigCameras The rig cameras to be appled to the post process
  40474. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40475. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40476. * @param engine The engine which the post process will be applied. (default: current engine)
  40477. * @param reusable If the post process can be reused on the same frame. (default: false)
  40478. */
  40479. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40480. }
  40481. }
  40482. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40483. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40484. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40485. import { Scene } from "babylonjs/scene";
  40486. import { Vector3 } from "babylonjs/Maths/math.vector";
  40487. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40488. /**
  40489. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40490. * @see http://doc.babylonjs.com/features/cameras
  40491. */
  40492. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40493. /**
  40494. * Creates a new StereoscopicArcRotateCamera
  40495. * @param name defines camera name
  40496. * @param alpha defines alpha angle (in radians)
  40497. * @param beta defines beta angle (in radians)
  40498. * @param radius defines radius
  40499. * @param target defines camera target
  40500. * @param interaxialDistance defines distance between each color axis
  40501. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40502. * @param scene defines the hosting scene
  40503. */
  40504. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40505. /**
  40506. * Gets camera class name
  40507. * @returns StereoscopicArcRotateCamera
  40508. */
  40509. getClassName(): string;
  40510. }
  40511. }
  40512. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40513. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40514. import { Scene } from "babylonjs/scene";
  40515. import { Vector3 } from "babylonjs/Maths/math.vector";
  40516. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40517. /**
  40518. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40519. * @see http://doc.babylonjs.com/features/cameras
  40520. */
  40521. export class StereoscopicFreeCamera extends FreeCamera {
  40522. /**
  40523. * Creates a new StereoscopicFreeCamera
  40524. * @param name defines camera name
  40525. * @param position defines initial position
  40526. * @param interaxialDistance defines distance between each color axis
  40527. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40528. * @param scene defines the hosting scene
  40529. */
  40530. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40531. /**
  40532. * Gets camera class name
  40533. * @returns StereoscopicFreeCamera
  40534. */
  40535. getClassName(): string;
  40536. }
  40537. }
  40538. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40539. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40540. import { Scene } from "babylonjs/scene";
  40541. import { Vector3 } from "babylonjs/Maths/math.vector";
  40542. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40543. /**
  40544. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40545. * @see http://doc.babylonjs.com/features/cameras
  40546. */
  40547. export class StereoscopicGamepadCamera extends GamepadCamera {
  40548. /**
  40549. * Creates a new StereoscopicGamepadCamera
  40550. * @param name defines camera name
  40551. * @param position defines initial position
  40552. * @param interaxialDistance defines distance between each color axis
  40553. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40554. * @param scene defines the hosting scene
  40555. */
  40556. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40557. /**
  40558. * Gets camera class name
  40559. * @returns StereoscopicGamepadCamera
  40560. */
  40561. getClassName(): string;
  40562. }
  40563. }
  40564. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40565. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40566. import { Scene } from "babylonjs/scene";
  40567. import { Vector3 } from "babylonjs/Maths/math.vector";
  40568. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40569. /**
  40570. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40571. * @see http://doc.babylonjs.com/features/cameras
  40572. */
  40573. export class StereoscopicUniversalCamera extends UniversalCamera {
  40574. /**
  40575. * Creates a new StereoscopicUniversalCamera
  40576. * @param name defines camera name
  40577. * @param position defines initial position
  40578. * @param interaxialDistance defines distance between each color axis
  40579. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40580. * @param scene defines the hosting scene
  40581. */
  40582. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40583. /**
  40584. * Gets camera class name
  40585. * @returns StereoscopicUniversalCamera
  40586. */
  40587. getClassName(): string;
  40588. }
  40589. }
  40590. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40591. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40592. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40593. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40594. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40595. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40596. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40597. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40598. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40599. }
  40600. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40601. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40602. import { Scene } from "babylonjs/scene";
  40603. import { Vector3 } from "babylonjs/Maths/math.vector";
  40604. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40605. /**
  40606. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40607. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40608. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40609. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40610. */
  40611. export class VirtualJoysticksCamera extends FreeCamera {
  40612. /**
  40613. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40614. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40615. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40616. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40617. * @param name Define the name of the camera in the scene
  40618. * @param position Define the start position of the camera in the scene
  40619. * @param scene Define the scene the camera belongs to
  40620. */
  40621. constructor(name: string, position: Vector3, scene: Scene);
  40622. /**
  40623. * Gets the current object class name.
  40624. * @return the class name
  40625. */
  40626. getClassName(): string;
  40627. }
  40628. }
  40629. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40630. import { Matrix } from "babylonjs/Maths/math.vector";
  40631. /**
  40632. * This represents all the required metrics to create a VR camera.
  40633. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40634. */
  40635. export class VRCameraMetrics {
  40636. /**
  40637. * Define the horizontal resolution off the screen.
  40638. */
  40639. hResolution: number;
  40640. /**
  40641. * Define the vertical resolution off the screen.
  40642. */
  40643. vResolution: number;
  40644. /**
  40645. * Define the horizontal screen size.
  40646. */
  40647. hScreenSize: number;
  40648. /**
  40649. * Define the vertical screen size.
  40650. */
  40651. vScreenSize: number;
  40652. /**
  40653. * Define the vertical screen center position.
  40654. */
  40655. vScreenCenter: number;
  40656. /**
  40657. * Define the distance of the eyes to the screen.
  40658. */
  40659. eyeToScreenDistance: number;
  40660. /**
  40661. * Define the distance between both lenses
  40662. */
  40663. lensSeparationDistance: number;
  40664. /**
  40665. * Define the distance between both viewer's eyes.
  40666. */
  40667. interpupillaryDistance: number;
  40668. /**
  40669. * Define the distortion factor of the VR postprocess.
  40670. * Please, touch with care.
  40671. */
  40672. distortionK: number[];
  40673. /**
  40674. * Define the chromatic aberration correction factors for the VR post process.
  40675. */
  40676. chromaAbCorrection: number[];
  40677. /**
  40678. * Define the scale factor of the post process.
  40679. * The smaller the better but the slower.
  40680. */
  40681. postProcessScaleFactor: number;
  40682. /**
  40683. * Define an offset for the lens center.
  40684. */
  40685. lensCenterOffset: number;
  40686. /**
  40687. * Define if the current vr camera should compensate the distortion of the lense or not.
  40688. */
  40689. compensateDistortion: boolean;
  40690. /**
  40691. * Defines if multiview should be enabled when rendering (Default: false)
  40692. */
  40693. multiviewEnabled: boolean;
  40694. /**
  40695. * Gets the rendering aspect ratio based on the provided resolutions.
  40696. */
  40697. readonly aspectRatio: number;
  40698. /**
  40699. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40700. */
  40701. readonly aspectRatioFov: number;
  40702. /**
  40703. * @hidden
  40704. */
  40705. readonly leftHMatrix: Matrix;
  40706. /**
  40707. * @hidden
  40708. */
  40709. readonly rightHMatrix: Matrix;
  40710. /**
  40711. * @hidden
  40712. */
  40713. readonly leftPreViewMatrix: Matrix;
  40714. /**
  40715. * @hidden
  40716. */
  40717. readonly rightPreViewMatrix: Matrix;
  40718. /**
  40719. * Get the default VRMetrics based on the most generic setup.
  40720. * @returns the default vr metrics
  40721. */
  40722. static GetDefault(): VRCameraMetrics;
  40723. }
  40724. }
  40725. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40726. /** @hidden */
  40727. export var vrDistortionCorrectionPixelShader: {
  40728. name: string;
  40729. shader: string;
  40730. };
  40731. }
  40732. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40733. import { Camera } from "babylonjs/Cameras/camera";
  40734. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40735. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40736. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40737. /**
  40738. * VRDistortionCorrectionPostProcess used for mobile VR
  40739. */
  40740. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40741. private _isRightEye;
  40742. private _distortionFactors;
  40743. private _postProcessScaleFactor;
  40744. private _lensCenterOffset;
  40745. private _scaleIn;
  40746. private _scaleFactor;
  40747. private _lensCenter;
  40748. /**
  40749. * Initializes the VRDistortionCorrectionPostProcess
  40750. * @param name The name of the effect.
  40751. * @param camera The camera to apply the render pass to.
  40752. * @param isRightEye If this is for the right eye distortion
  40753. * @param vrMetrics All the required metrics for the VR camera
  40754. */
  40755. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40756. }
  40757. }
  40758. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40759. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40760. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40761. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40762. import { Scene } from "babylonjs/scene";
  40763. import { Vector3 } from "babylonjs/Maths/math.vector";
  40764. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40765. import "babylonjs/Cameras/RigModes/vrRigMode";
  40766. /**
  40767. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40768. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40769. */
  40770. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40771. /**
  40772. * Creates a new VRDeviceOrientationArcRotateCamera
  40773. * @param name defines camera name
  40774. * @param alpha defines the camera rotation along the logitudinal axis
  40775. * @param beta defines the camera rotation along the latitudinal axis
  40776. * @param radius defines the camera distance from its target
  40777. * @param target defines the camera target
  40778. * @param scene defines the scene the camera belongs to
  40779. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40780. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40781. */
  40782. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40783. /**
  40784. * Gets camera class name
  40785. * @returns VRDeviceOrientationArcRotateCamera
  40786. */
  40787. getClassName(): string;
  40788. }
  40789. }
  40790. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40791. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40792. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40793. import { Scene } from "babylonjs/scene";
  40794. import { Vector3 } from "babylonjs/Maths/math.vector";
  40795. import "babylonjs/Cameras/RigModes/vrRigMode";
  40796. /**
  40797. * Camera used to simulate VR rendering (based on FreeCamera)
  40798. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40799. */
  40800. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40801. /**
  40802. * Creates a new VRDeviceOrientationFreeCamera
  40803. * @param name defines camera name
  40804. * @param position defines the start position of the camera
  40805. * @param scene defines the scene the camera belongs to
  40806. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40807. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40808. */
  40809. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40810. /**
  40811. * Gets camera class name
  40812. * @returns VRDeviceOrientationFreeCamera
  40813. */
  40814. getClassName(): string;
  40815. }
  40816. }
  40817. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40818. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40819. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40820. import { Scene } from "babylonjs/scene";
  40821. import { Vector3 } from "babylonjs/Maths/math.vector";
  40822. import "babylonjs/Gamepads/gamepadSceneComponent";
  40823. /**
  40824. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40825. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40826. */
  40827. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40828. /**
  40829. * Creates a new VRDeviceOrientationGamepadCamera
  40830. * @param name defines camera name
  40831. * @param position defines the start position of the camera
  40832. * @param scene defines the scene the camera belongs to
  40833. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40834. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40835. */
  40836. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40837. /**
  40838. * Gets camera class name
  40839. * @returns VRDeviceOrientationGamepadCamera
  40840. */
  40841. getClassName(): string;
  40842. }
  40843. }
  40844. declare module "babylonjs/Materials/pushMaterial" {
  40845. import { Nullable } from "babylonjs/types";
  40846. import { Scene } from "babylonjs/scene";
  40847. import { Matrix } from "babylonjs/Maths/math.vector";
  40848. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40849. import { Mesh } from "babylonjs/Meshes/mesh";
  40850. import { Material } from "babylonjs/Materials/material";
  40851. import { Effect } from "babylonjs/Materials/effect";
  40852. /**
  40853. * Base class of materials working in push mode in babylon JS
  40854. * @hidden
  40855. */
  40856. export class PushMaterial extends Material {
  40857. protected _activeEffect: Effect;
  40858. protected _normalMatrix: Matrix;
  40859. /**
  40860. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40861. * This means that the material can keep using a previous shader while a new one is being compiled.
  40862. * This is mostly used when shader parallel compilation is supported (true by default)
  40863. */
  40864. allowShaderHotSwapping: boolean;
  40865. constructor(name: string, scene: Scene);
  40866. getEffect(): Effect;
  40867. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40868. /**
  40869. * Binds the given world matrix to the active effect
  40870. *
  40871. * @param world the matrix to bind
  40872. */
  40873. bindOnlyWorldMatrix(world: Matrix): void;
  40874. /**
  40875. * Binds the given normal matrix to the active effect
  40876. *
  40877. * @param normalMatrix the matrix to bind
  40878. */
  40879. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40880. bind(world: Matrix, mesh?: Mesh): void;
  40881. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40882. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40883. }
  40884. }
  40885. declare module "babylonjs/Materials/materialFlags" {
  40886. /**
  40887. * This groups all the flags used to control the materials channel.
  40888. */
  40889. export class MaterialFlags {
  40890. private static _DiffuseTextureEnabled;
  40891. /**
  40892. * Are diffuse textures enabled in the application.
  40893. */
  40894. static DiffuseTextureEnabled: boolean;
  40895. private static _AmbientTextureEnabled;
  40896. /**
  40897. * Are ambient textures enabled in the application.
  40898. */
  40899. static AmbientTextureEnabled: boolean;
  40900. private static _OpacityTextureEnabled;
  40901. /**
  40902. * Are opacity textures enabled in the application.
  40903. */
  40904. static OpacityTextureEnabled: boolean;
  40905. private static _ReflectionTextureEnabled;
  40906. /**
  40907. * Are reflection textures enabled in the application.
  40908. */
  40909. static ReflectionTextureEnabled: boolean;
  40910. private static _EmissiveTextureEnabled;
  40911. /**
  40912. * Are emissive textures enabled in the application.
  40913. */
  40914. static EmissiveTextureEnabled: boolean;
  40915. private static _SpecularTextureEnabled;
  40916. /**
  40917. * Are specular textures enabled in the application.
  40918. */
  40919. static SpecularTextureEnabled: boolean;
  40920. private static _BumpTextureEnabled;
  40921. /**
  40922. * Are bump textures enabled in the application.
  40923. */
  40924. static BumpTextureEnabled: boolean;
  40925. private static _LightmapTextureEnabled;
  40926. /**
  40927. * Are lightmap textures enabled in the application.
  40928. */
  40929. static LightmapTextureEnabled: boolean;
  40930. private static _RefractionTextureEnabled;
  40931. /**
  40932. * Are refraction textures enabled in the application.
  40933. */
  40934. static RefractionTextureEnabled: boolean;
  40935. private static _ColorGradingTextureEnabled;
  40936. /**
  40937. * Are color grading textures enabled in the application.
  40938. */
  40939. static ColorGradingTextureEnabled: boolean;
  40940. private static _FresnelEnabled;
  40941. /**
  40942. * Are fresnels enabled in the application.
  40943. */
  40944. static FresnelEnabled: boolean;
  40945. private static _ClearCoatTextureEnabled;
  40946. /**
  40947. * Are clear coat textures enabled in the application.
  40948. */
  40949. static ClearCoatTextureEnabled: boolean;
  40950. private static _ClearCoatBumpTextureEnabled;
  40951. /**
  40952. * Are clear coat bump textures enabled in the application.
  40953. */
  40954. static ClearCoatBumpTextureEnabled: boolean;
  40955. private static _ClearCoatTintTextureEnabled;
  40956. /**
  40957. * Are clear coat tint textures enabled in the application.
  40958. */
  40959. static ClearCoatTintTextureEnabled: boolean;
  40960. private static _SheenTextureEnabled;
  40961. /**
  40962. * Are sheen textures enabled in the application.
  40963. */
  40964. static SheenTextureEnabled: boolean;
  40965. private static _AnisotropicTextureEnabled;
  40966. /**
  40967. * Are anisotropic textures enabled in the application.
  40968. */
  40969. static AnisotropicTextureEnabled: boolean;
  40970. private static _ThicknessTextureEnabled;
  40971. /**
  40972. * Are thickness textures enabled in the application.
  40973. */
  40974. static ThicknessTextureEnabled: boolean;
  40975. }
  40976. }
  40977. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40978. /** @hidden */
  40979. export var defaultFragmentDeclaration: {
  40980. name: string;
  40981. shader: string;
  40982. };
  40983. }
  40984. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40985. /** @hidden */
  40986. export var defaultUboDeclaration: {
  40987. name: string;
  40988. shader: string;
  40989. };
  40990. }
  40991. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40992. /** @hidden */
  40993. export var lightFragmentDeclaration: {
  40994. name: string;
  40995. shader: string;
  40996. };
  40997. }
  40998. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40999. /** @hidden */
  41000. export var lightUboDeclaration: {
  41001. name: string;
  41002. shader: string;
  41003. };
  41004. }
  41005. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41006. /** @hidden */
  41007. export var lightsFragmentFunctions: {
  41008. name: string;
  41009. shader: string;
  41010. };
  41011. }
  41012. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41013. /** @hidden */
  41014. export var shadowsFragmentFunctions: {
  41015. name: string;
  41016. shader: string;
  41017. };
  41018. }
  41019. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41020. /** @hidden */
  41021. export var fresnelFunction: {
  41022. name: string;
  41023. shader: string;
  41024. };
  41025. }
  41026. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41027. /** @hidden */
  41028. export var reflectionFunction: {
  41029. name: string;
  41030. shader: string;
  41031. };
  41032. }
  41033. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41034. /** @hidden */
  41035. export var bumpFragmentFunctions: {
  41036. name: string;
  41037. shader: string;
  41038. };
  41039. }
  41040. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41041. /** @hidden */
  41042. export var logDepthDeclaration: {
  41043. name: string;
  41044. shader: string;
  41045. };
  41046. }
  41047. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41048. /** @hidden */
  41049. export var bumpFragment: {
  41050. name: string;
  41051. shader: string;
  41052. };
  41053. }
  41054. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41055. /** @hidden */
  41056. export var depthPrePass: {
  41057. name: string;
  41058. shader: string;
  41059. };
  41060. }
  41061. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41062. /** @hidden */
  41063. export var lightFragment: {
  41064. name: string;
  41065. shader: string;
  41066. };
  41067. }
  41068. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41069. /** @hidden */
  41070. export var logDepthFragment: {
  41071. name: string;
  41072. shader: string;
  41073. };
  41074. }
  41075. declare module "babylonjs/Shaders/default.fragment" {
  41076. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41077. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41078. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41079. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41080. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41081. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41082. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41083. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41084. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41085. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41086. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41087. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41088. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41089. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41090. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41091. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41092. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41093. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41094. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41095. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41096. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41097. /** @hidden */
  41098. export var defaultPixelShader: {
  41099. name: string;
  41100. shader: string;
  41101. };
  41102. }
  41103. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41104. /** @hidden */
  41105. export var defaultVertexDeclaration: {
  41106. name: string;
  41107. shader: string;
  41108. };
  41109. }
  41110. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41111. /** @hidden */
  41112. export var bumpVertexDeclaration: {
  41113. name: string;
  41114. shader: string;
  41115. };
  41116. }
  41117. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41118. /** @hidden */
  41119. export var bumpVertex: {
  41120. name: string;
  41121. shader: string;
  41122. };
  41123. }
  41124. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41125. /** @hidden */
  41126. export var fogVertex: {
  41127. name: string;
  41128. shader: string;
  41129. };
  41130. }
  41131. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41132. /** @hidden */
  41133. export var shadowsVertex: {
  41134. name: string;
  41135. shader: string;
  41136. };
  41137. }
  41138. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41139. /** @hidden */
  41140. export var pointCloudVertex: {
  41141. name: string;
  41142. shader: string;
  41143. };
  41144. }
  41145. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41146. /** @hidden */
  41147. export var logDepthVertex: {
  41148. name: string;
  41149. shader: string;
  41150. };
  41151. }
  41152. declare module "babylonjs/Shaders/default.vertex" {
  41153. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41154. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41155. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41156. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41157. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41158. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41159. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41160. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41161. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41162. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41163. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41164. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41165. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41166. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41167. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41168. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41169. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41170. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41171. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41172. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41173. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41174. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41175. /** @hidden */
  41176. export var defaultVertexShader: {
  41177. name: string;
  41178. shader: string;
  41179. };
  41180. }
  41181. declare module "babylonjs/Materials/standardMaterial" {
  41182. import { SmartArray } from "babylonjs/Misc/smartArray";
  41183. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41184. import { Nullable } from "babylonjs/types";
  41185. import { Scene } from "babylonjs/scene";
  41186. import { Matrix } from "babylonjs/Maths/math.vector";
  41187. import { Color3 } from "babylonjs/Maths/math.color";
  41188. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41189. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41190. import { Mesh } from "babylonjs/Meshes/mesh";
  41191. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41192. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41193. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41194. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41195. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41196. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41197. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41198. import "babylonjs/Shaders/default.fragment";
  41199. import "babylonjs/Shaders/default.vertex";
  41200. /** @hidden */
  41201. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41202. MAINUV1: boolean;
  41203. MAINUV2: boolean;
  41204. DIFFUSE: boolean;
  41205. DIFFUSEDIRECTUV: number;
  41206. AMBIENT: boolean;
  41207. AMBIENTDIRECTUV: number;
  41208. OPACITY: boolean;
  41209. OPACITYDIRECTUV: number;
  41210. OPACITYRGB: boolean;
  41211. REFLECTION: boolean;
  41212. EMISSIVE: boolean;
  41213. EMISSIVEDIRECTUV: number;
  41214. SPECULAR: boolean;
  41215. SPECULARDIRECTUV: number;
  41216. BUMP: boolean;
  41217. BUMPDIRECTUV: number;
  41218. PARALLAX: boolean;
  41219. PARALLAXOCCLUSION: boolean;
  41220. SPECULAROVERALPHA: boolean;
  41221. CLIPPLANE: boolean;
  41222. CLIPPLANE2: boolean;
  41223. CLIPPLANE3: boolean;
  41224. CLIPPLANE4: boolean;
  41225. ALPHATEST: boolean;
  41226. DEPTHPREPASS: boolean;
  41227. ALPHAFROMDIFFUSE: boolean;
  41228. POINTSIZE: boolean;
  41229. FOG: boolean;
  41230. SPECULARTERM: boolean;
  41231. DIFFUSEFRESNEL: boolean;
  41232. OPACITYFRESNEL: boolean;
  41233. REFLECTIONFRESNEL: boolean;
  41234. REFRACTIONFRESNEL: boolean;
  41235. EMISSIVEFRESNEL: boolean;
  41236. FRESNEL: boolean;
  41237. NORMAL: boolean;
  41238. UV1: boolean;
  41239. UV2: boolean;
  41240. VERTEXCOLOR: boolean;
  41241. VERTEXALPHA: boolean;
  41242. NUM_BONE_INFLUENCERS: number;
  41243. BonesPerMesh: number;
  41244. BONETEXTURE: boolean;
  41245. INSTANCES: boolean;
  41246. GLOSSINESS: boolean;
  41247. ROUGHNESS: boolean;
  41248. EMISSIVEASILLUMINATION: boolean;
  41249. LINKEMISSIVEWITHDIFFUSE: boolean;
  41250. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41251. LIGHTMAP: boolean;
  41252. LIGHTMAPDIRECTUV: number;
  41253. OBJECTSPACE_NORMALMAP: boolean;
  41254. USELIGHTMAPASSHADOWMAP: boolean;
  41255. REFLECTIONMAP_3D: boolean;
  41256. REFLECTIONMAP_SPHERICAL: boolean;
  41257. REFLECTIONMAP_PLANAR: boolean;
  41258. REFLECTIONMAP_CUBIC: boolean;
  41259. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41260. REFLECTIONMAP_PROJECTION: boolean;
  41261. REFLECTIONMAP_SKYBOX: boolean;
  41262. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41263. REFLECTIONMAP_EXPLICIT: boolean;
  41264. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41265. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41266. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41267. INVERTCUBICMAP: boolean;
  41268. LOGARITHMICDEPTH: boolean;
  41269. REFRACTION: boolean;
  41270. REFRACTIONMAP_3D: boolean;
  41271. REFLECTIONOVERALPHA: boolean;
  41272. TWOSIDEDLIGHTING: boolean;
  41273. SHADOWFLOAT: boolean;
  41274. MORPHTARGETS: boolean;
  41275. MORPHTARGETS_NORMAL: boolean;
  41276. MORPHTARGETS_TANGENT: boolean;
  41277. MORPHTARGETS_UV: boolean;
  41278. NUM_MORPH_INFLUENCERS: number;
  41279. NONUNIFORMSCALING: boolean;
  41280. PREMULTIPLYALPHA: boolean;
  41281. IMAGEPROCESSING: boolean;
  41282. VIGNETTE: boolean;
  41283. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41284. VIGNETTEBLENDMODEOPAQUE: boolean;
  41285. TONEMAPPING: boolean;
  41286. TONEMAPPING_ACES: boolean;
  41287. CONTRAST: boolean;
  41288. COLORCURVES: boolean;
  41289. COLORGRADING: boolean;
  41290. COLORGRADING3D: boolean;
  41291. SAMPLER3DGREENDEPTH: boolean;
  41292. SAMPLER3DBGRMAP: boolean;
  41293. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41294. MULTIVIEW: boolean;
  41295. /**
  41296. * If the reflection texture on this material is in linear color space
  41297. * @hidden
  41298. */
  41299. IS_REFLECTION_LINEAR: boolean;
  41300. /**
  41301. * If the refraction texture on this material is in linear color space
  41302. * @hidden
  41303. */
  41304. IS_REFRACTION_LINEAR: boolean;
  41305. EXPOSURE: boolean;
  41306. constructor();
  41307. setReflectionMode(modeToEnable: string): void;
  41308. }
  41309. /**
  41310. * This is the default material used in Babylon. It is the best trade off between quality
  41311. * and performances.
  41312. * @see http://doc.babylonjs.com/babylon101/materials
  41313. */
  41314. export class StandardMaterial extends PushMaterial {
  41315. private _diffuseTexture;
  41316. /**
  41317. * The basic texture of the material as viewed under a light.
  41318. */
  41319. diffuseTexture: Nullable<BaseTexture>;
  41320. private _ambientTexture;
  41321. /**
  41322. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41323. */
  41324. ambientTexture: Nullable<BaseTexture>;
  41325. private _opacityTexture;
  41326. /**
  41327. * Define the transparency of the material from a texture.
  41328. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41329. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41330. */
  41331. opacityTexture: Nullable<BaseTexture>;
  41332. private _reflectionTexture;
  41333. /**
  41334. * Define the texture used to display the reflection.
  41335. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41336. */
  41337. reflectionTexture: Nullable<BaseTexture>;
  41338. private _emissiveTexture;
  41339. /**
  41340. * Define texture of the material as if self lit.
  41341. * This will be mixed in the final result even in the absence of light.
  41342. */
  41343. emissiveTexture: Nullable<BaseTexture>;
  41344. private _specularTexture;
  41345. /**
  41346. * Define how the color and intensity of the highlight given by the light in the material.
  41347. */
  41348. specularTexture: Nullable<BaseTexture>;
  41349. private _bumpTexture;
  41350. /**
  41351. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41352. * 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.
  41353. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41354. */
  41355. bumpTexture: Nullable<BaseTexture>;
  41356. private _lightmapTexture;
  41357. /**
  41358. * Complex lighting can be computationally expensive to compute at runtime.
  41359. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41360. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41361. */
  41362. lightmapTexture: Nullable<BaseTexture>;
  41363. private _refractionTexture;
  41364. /**
  41365. * Define the texture used to display the refraction.
  41366. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41367. */
  41368. refractionTexture: Nullable<BaseTexture>;
  41369. /**
  41370. * The color of the material lit by the environmental background lighting.
  41371. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41372. */
  41373. ambientColor: Color3;
  41374. /**
  41375. * The basic color of the material as viewed under a light.
  41376. */
  41377. diffuseColor: Color3;
  41378. /**
  41379. * Define how the color and intensity of the highlight given by the light in the material.
  41380. */
  41381. specularColor: Color3;
  41382. /**
  41383. * Define the color of the material as if self lit.
  41384. * This will be mixed in the final result even in the absence of light.
  41385. */
  41386. emissiveColor: Color3;
  41387. /**
  41388. * Defines how sharp are the highlights in the material.
  41389. * The bigger the value the sharper giving a more glossy feeling to the result.
  41390. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41391. */
  41392. specularPower: number;
  41393. private _useAlphaFromDiffuseTexture;
  41394. /**
  41395. * Does the transparency come from the diffuse texture alpha channel.
  41396. */
  41397. useAlphaFromDiffuseTexture: boolean;
  41398. private _useEmissiveAsIllumination;
  41399. /**
  41400. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41401. */
  41402. useEmissiveAsIllumination: boolean;
  41403. private _linkEmissiveWithDiffuse;
  41404. /**
  41405. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41406. * the emissive level when the final color is close to one.
  41407. */
  41408. linkEmissiveWithDiffuse: boolean;
  41409. private _useSpecularOverAlpha;
  41410. /**
  41411. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41412. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41413. */
  41414. useSpecularOverAlpha: boolean;
  41415. private _useReflectionOverAlpha;
  41416. /**
  41417. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41418. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41419. */
  41420. useReflectionOverAlpha: boolean;
  41421. private _disableLighting;
  41422. /**
  41423. * Does lights from the scene impacts this material.
  41424. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41425. */
  41426. disableLighting: boolean;
  41427. private _useObjectSpaceNormalMap;
  41428. /**
  41429. * Allows using an object space normal map (instead of tangent space).
  41430. */
  41431. useObjectSpaceNormalMap: boolean;
  41432. private _useParallax;
  41433. /**
  41434. * Is parallax enabled or not.
  41435. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41436. */
  41437. useParallax: boolean;
  41438. private _useParallaxOcclusion;
  41439. /**
  41440. * Is parallax occlusion enabled or not.
  41441. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41442. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41443. */
  41444. useParallaxOcclusion: boolean;
  41445. /**
  41446. * 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.
  41447. */
  41448. parallaxScaleBias: number;
  41449. private _roughness;
  41450. /**
  41451. * Helps to define how blurry the reflections should appears in the material.
  41452. */
  41453. roughness: number;
  41454. /**
  41455. * In case of refraction, define the value of the index of refraction.
  41456. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41457. */
  41458. indexOfRefraction: number;
  41459. /**
  41460. * Invert the refraction texture alongside the y axis.
  41461. * It can be useful with procedural textures or probe for instance.
  41462. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41463. */
  41464. invertRefractionY: boolean;
  41465. /**
  41466. * Defines the alpha limits in alpha test mode.
  41467. */
  41468. alphaCutOff: number;
  41469. private _useLightmapAsShadowmap;
  41470. /**
  41471. * In case of light mapping, define whether the map contains light or shadow informations.
  41472. */
  41473. useLightmapAsShadowmap: boolean;
  41474. private _diffuseFresnelParameters;
  41475. /**
  41476. * Define the diffuse fresnel parameters of the material.
  41477. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41478. */
  41479. diffuseFresnelParameters: FresnelParameters;
  41480. private _opacityFresnelParameters;
  41481. /**
  41482. * Define the opacity fresnel parameters of the material.
  41483. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41484. */
  41485. opacityFresnelParameters: FresnelParameters;
  41486. private _reflectionFresnelParameters;
  41487. /**
  41488. * Define the reflection fresnel parameters of the material.
  41489. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41490. */
  41491. reflectionFresnelParameters: FresnelParameters;
  41492. private _refractionFresnelParameters;
  41493. /**
  41494. * Define the refraction fresnel parameters of the material.
  41495. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41496. */
  41497. refractionFresnelParameters: FresnelParameters;
  41498. private _emissiveFresnelParameters;
  41499. /**
  41500. * Define the emissive fresnel parameters of the material.
  41501. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41502. */
  41503. emissiveFresnelParameters: FresnelParameters;
  41504. private _useReflectionFresnelFromSpecular;
  41505. /**
  41506. * If true automatically deducts the fresnels values from the material specularity.
  41507. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41508. */
  41509. useReflectionFresnelFromSpecular: boolean;
  41510. private _useGlossinessFromSpecularMapAlpha;
  41511. /**
  41512. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41513. */
  41514. useGlossinessFromSpecularMapAlpha: boolean;
  41515. private _maxSimultaneousLights;
  41516. /**
  41517. * Defines the maximum number of lights that can be used in the material
  41518. */
  41519. maxSimultaneousLights: number;
  41520. private _invertNormalMapX;
  41521. /**
  41522. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41523. */
  41524. invertNormalMapX: boolean;
  41525. private _invertNormalMapY;
  41526. /**
  41527. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41528. */
  41529. invertNormalMapY: boolean;
  41530. private _twoSidedLighting;
  41531. /**
  41532. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41533. */
  41534. twoSidedLighting: boolean;
  41535. /**
  41536. * Default configuration related to image processing available in the standard Material.
  41537. */
  41538. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41539. /**
  41540. * Gets the image processing configuration used either in this material.
  41541. */
  41542. /**
  41543. * Sets the Default image processing configuration used either in the this material.
  41544. *
  41545. * If sets to null, the scene one is in use.
  41546. */
  41547. imageProcessingConfiguration: ImageProcessingConfiguration;
  41548. /**
  41549. * Keep track of the image processing observer to allow dispose and replace.
  41550. */
  41551. private _imageProcessingObserver;
  41552. /**
  41553. * Attaches a new image processing configuration to the Standard Material.
  41554. * @param configuration
  41555. */
  41556. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41557. /**
  41558. * Gets wether the color curves effect is enabled.
  41559. */
  41560. /**
  41561. * Sets wether the color curves effect is enabled.
  41562. */
  41563. cameraColorCurvesEnabled: boolean;
  41564. /**
  41565. * Gets wether the color grading effect is enabled.
  41566. */
  41567. /**
  41568. * Gets wether the color grading effect is enabled.
  41569. */
  41570. cameraColorGradingEnabled: boolean;
  41571. /**
  41572. * Gets wether tonemapping is enabled or not.
  41573. */
  41574. /**
  41575. * Sets wether tonemapping is enabled or not
  41576. */
  41577. cameraToneMappingEnabled: boolean;
  41578. /**
  41579. * The camera exposure used on this material.
  41580. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41581. * This corresponds to a photographic exposure.
  41582. */
  41583. /**
  41584. * The camera exposure used on this material.
  41585. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41586. * This corresponds to a photographic exposure.
  41587. */
  41588. cameraExposure: number;
  41589. /**
  41590. * Gets The camera contrast used on this material.
  41591. */
  41592. /**
  41593. * Sets The camera contrast used on this material.
  41594. */
  41595. cameraContrast: number;
  41596. /**
  41597. * Gets the Color Grading 2D Lookup Texture.
  41598. */
  41599. /**
  41600. * Sets the Color Grading 2D Lookup Texture.
  41601. */
  41602. cameraColorGradingTexture: Nullable<BaseTexture>;
  41603. /**
  41604. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41605. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41606. * 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;
  41607. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41608. */
  41609. /**
  41610. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41611. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41612. * 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;
  41613. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41614. */
  41615. cameraColorCurves: Nullable<ColorCurves>;
  41616. /**
  41617. * Custom callback helping to override the default shader used in the material.
  41618. */
  41619. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41620. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41621. protected _worldViewProjectionMatrix: Matrix;
  41622. protected _globalAmbientColor: Color3;
  41623. protected _useLogarithmicDepth: boolean;
  41624. protected _rebuildInParallel: boolean;
  41625. /**
  41626. * Instantiates a new standard material.
  41627. * This is the default material used in Babylon. It is the best trade off between quality
  41628. * and performances.
  41629. * @see http://doc.babylonjs.com/babylon101/materials
  41630. * @param name Define the name of the material in the scene
  41631. * @param scene Define the scene the material belong to
  41632. */
  41633. constructor(name: string, scene: Scene);
  41634. /**
  41635. * Gets a boolean indicating that current material needs to register RTT
  41636. */
  41637. readonly hasRenderTargetTextures: boolean;
  41638. /**
  41639. * Gets the current class name of the material e.g. "StandardMaterial"
  41640. * Mainly use in serialization.
  41641. * @returns the class name
  41642. */
  41643. getClassName(): string;
  41644. /**
  41645. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41646. * You can try switching to logarithmic depth.
  41647. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41648. */
  41649. useLogarithmicDepth: boolean;
  41650. /**
  41651. * Specifies if the material will require alpha blending
  41652. * @returns a boolean specifying if alpha blending is needed
  41653. */
  41654. needAlphaBlending(): boolean;
  41655. /**
  41656. * Specifies if this material should be rendered in alpha test mode
  41657. * @returns a boolean specifying if an alpha test is needed.
  41658. */
  41659. needAlphaTesting(): boolean;
  41660. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41661. /**
  41662. * Get the texture used for alpha test purpose.
  41663. * @returns the diffuse texture in case of the standard material.
  41664. */
  41665. getAlphaTestTexture(): Nullable<BaseTexture>;
  41666. /**
  41667. * Get if the submesh is ready to be used and all its information available.
  41668. * Child classes can use it to update shaders
  41669. * @param mesh defines the mesh to check
  41670. * @param subMesh defines which submesh to check
  41671. * @param useInstances specifies that instances should be used
  41672. * @returns a boolean indicating that the submesh is ready or not
  41673. */
  41674. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41675. /**
  41676. * Builds the material UBO layouts.
  41677. * Used internally during the effect preparation.
  41678. */
  41679. buildUniformLayout(): void;
  41680. /**
  41681. * Unbinds the material from the mesh
  41682. */
  41683. unbind(): void;
  41684. /**
  41685. * Binds the submesh to this material by preparing the effect and shader to draw
  41686. * @param world defines the world transformation matrix
  41687. * @param mesh defines the mesh containing the submesh
  41688. * @param subMesh defines the submesh to bind the material to
  41689. */
  41690. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41691. /**
  41692. * Get the list of animatables in the material.
  41693. * @returns the list of animatables object used in the material
  41694. */
  41695. getAnimatables(): IAnimatable[];
  41696. /**
  41697. * Gets the active textures from the material
  41698. * @returns an array of textures
  41699. */
  41700. getActiveTextures(): BaseTexture[];
  41701. /**
  41702. * Specifies if the material uses a texture
  41703. * @param texture defines the texture to check against the material
  41704. * @returns a boolean specifying if the material uses the texture
  41705. */
  41706. hasTexture(texture: BaseTexture): boolean;
  41707. /**
  41708. * Disposes the material
  41709. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41710. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41711. */
  41712. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41713. /**
  41714. * Makes a duplicate of the material, and gives it a new name
  41715. * @param name defines the new name for the duplicated material
  41716. * @returns the cloned material
  41717. */
  41718. clone(name: string): StandardMaterial;
  41719. /**
  41720. * Serializes this material in a JSON representation
  41721. * @returns the serialized material object
  41722. */
  41723. serialize(): any;
  41724. /**
  41725. * Creates a standard material from parsed material data
  41726. * @param source defines the JSON representation of the material
  41727. * @param scene defines the hosting scene
  41728. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41729. * @returns a new standard material
  41730. */
  41731. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41732. /**
  41733. * Are diffuse textures enabled in the application.
  41734. */
  41735. static DiffuseTextureEnabled: boolean;
  41736. /**
  41737. * Are ambient textures enabled in the application.
  41738. */
  41739. static AmbientTextureEnabled: boolean;
  41740. /**
  41741. * Are opacity textures enabled in the application.
  41742. */
  41743. static OpacityTextureEnabled: boolean;
  41744. /**
  41745. * Are reflection textures enabled in the application.
  41746. */
  41747. static ReflectionTextureEnabled: boolean;
  41748. /**
  41749. * Are emissive textures enabled in the application.
  41750. */
  41751. static EmissiveTextureEnabled: boolean;
  41752. /**
  41753. * Are specular textures enabled in the application.
  41754. */
  41755. static SpecularTextureEnabled: boolean;
  41756. /**
  41757. * Are bump textures enabled in the application.
  41758. */
  41759. static BumpTextureEnabled: boolean;
  41760. /**
  41761. * Are lightmap textures enabled in the application.
  41762. */
  41763. static LightmapTextureEnabled: boolean;
  41764. /**
  41765. * Are refraction textures enabled in the application.
  41766. */
  41767. static RefractionTextureEnabled: boolean;
  41768. /**
  41769. * Are color grading textures enabled in the application.
  41770. */
  41771. static ColorGradingTextureEnabled: boolean;
  41772. /**
  41773. * Are fresnels enabled in the application.
  41774. */
  41775. static FresnelEnabled: boolean;
  41776. }
  41777. }
  41778. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41779. import { Scene } from "babylonjs/scene";
  41780. import { Texture } from "babylonjs/Materials/Textures/texture";
  41781. /**
  41782. * A class extending Texture allowing drawing on a texture
  41783. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41784. */
  41785. export class DynamicTexture extends Texture {
  41786. private _generateMipMaps;
  41787. private _canvas;
  41788. private _context;
  41789. private _engine;
  41790. /**
  41791. * Creates a DynamicTexture
  41792. * @param name defines the name of the texture
  41793. * @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
  41794. * @param scene defines the scene where you want the texture
  41795. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41796. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41797. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41798. */
  41799. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41800. /**
  41801. * Get the current class name of the texture useful for serialization or dynamic coding.
  41802. * @returns "DynamicTexture"
  41803. */
  41804. getClassName(): string;
  41805. /**
  41806. * Gets the current state of canRescale
  41807. */
  41808. readonly canRescale: boolean;
  41809. private _recreate;
  41810. /**
  41811. * Scales the texture
  41812. * @param ratio the scale factor to apply to both width and height
  41813. */
  41814. scale(ratio: number): void;
  41815. /**
  41816. * Resizes the texture
  41817. * @param width the new width
  41818. * @param height the new height
  41819. */
  41820. scaleTo(width: number, height: number): void;
  41821. /**
  41822. * Gets the context of the canvas used by the texture
  41823. * @returns the canvas context of the dynamic texture
  41824. */
  41825. getContext(): CanvasRenderingContext2D;
  41826. /**
  41827. * Clears the texture
  41828. */
  41829. clear(): void;
  41830. /**
  41831. * Updates the texture
  41832. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41833. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41834. */
  41835. update(invertY?: boolean, premulAlpha?: boolean): void;
  41836. /**
  41837. * Draws text onto the texture
  41838. * @param text defines the text to be drawn
  41839. * @param x defines the placement of the text from the left
  41840. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41841. * @param font defines the font to be used with font-style, font-size, font-name
  41842. * @param color defines the color used for the text
  41843. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41844. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41845. * @param update defines whether texture is immediately update (default is true)
  41846. */
  41847. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41848. /**
  41849. * Clones the texture
  41850. * @returns the clone of the texture.
  41851. */
  41852. clone(): DynamicTexture;
  41853. /**
  41854. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41855. * @returns a serialized dynamic texture object
  41856. */
  41857. serialize(): any;
  41858. /** @hidden */
  41859. _rebuild(): void;
  41860. }
  41861. }
  41862. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41863. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41864. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41865. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41866. /** @hidden */
  41867. export var imageProcessingPixelShader: {
  41868. name: string;
  41869. shader: string;
  41870. };
  41871. }
  41872. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41873. import { Nullable } from "babylonjs/types";
  41874. import { Color4 } from "babylonjs/Maths/math.color";
  41875. import { Camera } from "babylonjs/Cameras/camera";
  41876. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41877. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41878. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41879. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41880. import { Engine } from "babylonjs/Engines/engine";
  41881. import "babylonjs/Shaders/imageProcessing.fragment";
  41882. import "babylonjs/Shaders/postprocess.vertex";
  41883. /**
  41884. * ImageProcessingPostProcess
  41885. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41886. */
  41887. export class ImageProcessingPostProcess extends PostProcess {
  41888. /**
  41889. * Default configuration related to image processing available in the PBR Material.
  41890. */
  41891. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41892. /**
  41893. * Gets the image processing configuration used either in this material.
  41894. */
  41895. /**
  41896. * Sets the Default image processing configuration used either in the this material.
  41897. *
  41898. * If sets to null, the scene one is in use.
  41899. */
  41900. imageProcessingConfiguration: ImageProcessingConfiguration;
  41901. /**
  41902. * Keep track of the image processing observer to allow dispose and replace.
  41903. */
  41904. private _imageProcessingObserver;
  41905. /**
  41906. * Attaches a new image processing configuration to the PBR Material.
  41907. * @param configuration
  41908. */
  41909. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41910. /**
  41911. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41912. */
  41913. /**
  41914. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41915. */
  41916. colorCurves: Nullable<ColorCurves>;
  41917. /**
  41918. * Gets wether the color curves effect is enabled.
  41919. */
  41920. /**
  41921. * Sets wether the color curves effect is enabled.
  41922. */
  41923. colorCurvesEnabled: boolean;
  41924. /**
  41925. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41926. */
  41927. /**
  41928. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41929. */
  41930. colorGradingTexture: Nullable<BaseTexture>;
  41931. /**
  41932. * Gets wether the color grading effect is enabled.
  41933. */
  41934. /**
  41935. * Gets wether the color grading effect is enabled.
  41936. */
  41937. colorGradingEnabled: boolean;
  41938. /**
  41939. * Gets exposure used in the effect.
  41940. */
  41941. /**
  41942. * Sets exposure used in the effect.
  41943. */
  41944. exposure: number;
  41945. /**
  41946. * Gets wether tonemapping is enabled or not.
  41947. */
  41948. /**
  41949. * Sets wether tonemapping is enabled or not
  41950. */
  41951. toneMappingEnabled: boolean;
  41952. /**
  41953. * Gets the type of tone mapping effect.
  41954. */
  41955. /**
  41956. * Sets the type of tone mapping effect.
  41957. */
  41958. toneMappingType: number;
  41959. /**
  41960. * Gets contrast used in the effect.
  41961. */
  41962. /**
  41963. * Sets contrast used in the effect.
  41964. */
  41965. contrast: number;
  41966. /**
  41967. * Gets Vignette stretch size.
  41968. */
  41969. /**
  41970. * Sets Vignette stretch size.
  41971. */
  41972. vignetteStretch: number;
  41973. /**
  41974. * Gets Vignette centre X Offset.
  41975. */
  41976. /**
  41977. * Sets Vignette centre X Offset.
  41978. */
  41979. vignetteCentreX: number;
  41980. /**
  41981. * Gets Vignette centre Y Offset.
  41982. */
  41983. /**
  41984. * Sets Vignette centre Y Offset.
  41985. */
  41986. vignetteCentreY: number;
  41987. /**
  41988. * Gets Vignette weight or intensity of the vignette effect.
  41989. */
  41990. /**
  41991. * Sets Vignette weight or intensity of the vignette effect.
  41992. */
  41993. vignetteWeight: number;
  41994. /**
  41995. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41996. * if vignetteEnabled is set to true.
  41997. */
  41998. /**
  41999. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42000. * if vignetteEnabled is set to true.
  42001. */
  42002. vignetteColor: Color4;
  42003. /**
  42004. * Gets Camera field of view used by the Vignette effect.
  42005. */
  42006. /**
  42007. * Sets Camera field of view used by the Vignette effect.
  42008. */
  42009. vignetteCameraFov: number;
  42010. /**
  42011. * Gets the vignette blend mode allowing different kind of effect.
  42012. */
  42013. /**
  42014. * Sets the vignette blend mode allowing different kind of effect.
  42015. */
  42016. vignetteBlendMode: number;
  42017. /**
  42018. * Gets wether the vignette effect is enabled.
  42019. */
  42020. /**
  42021. * Sets wether the vignette effect is enabled.
  42022. */
  42023. vignetteEnabled: boolean;
  42024. private _fromLinearSpace;
  42025. /**
  42026. * Gets wether the input of the processing is in Gamma or Linear Space.
  42027. */
  42028. /**
  42029. * Sets wether the input of the processing is in Gamma or Linear Space.
  42030. */
  42031. fromLinearSpace: boolean;
  42032. /**
  42033. * Defines cache preventing GC.
  42034. */
  42035. private _defines;
  42036. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42037. /**
  42038. * "ImageProcessingPostProcess"
  42039. * @returns "ImageProcessingPostProcess"
  42040. */
  42041. getClassName(): string;
  42042. protected _updateParameters(): void;
  42043. dispose(camera?: Camera): void;
  42044. }
  42045. }
  42046. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42047. import { Scene } from "babylonjs/scene";
  42048. import { Color3 } from "babylonjs/Maths/math.color";
  42049. import { Mesh } from "babylonjs/Meshes/mesh";
  42050. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42051. import { Nullable } from "babylonjs/types";
  42052. /**
  42053. * Class containing static functions to help procedurally build meshes
  42054. */
  42055. export class GroundBuilder {
  42056. /**
  42057. * Creates a ground mesh
  42058. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42059. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42060. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42061. * @param name defines the name of the mesh
  42062. * @param options defines the options used to create the mesh
  42063. * @param scene defines the hosting scene
  42064. * @returns the ground mesh
  42065. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42066. */
  42067. static CreateGround(name: string, options: {
  42068. width?: number;
  42069. height?: number;
  42070. subdivisions?: number;
  42071. subdivisionsX?: number;
  42072. subdivisionsY?: number;
  42073. updatable?: boolean;
  42074. }, scene: any): Mesh;
  42075. /**
  42076. * Creates a tiled ground mesh
  42077. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42078. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42079. * * 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
  42080. * * 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
  42081. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42082. * @param name defines the name of the mesh
  42083. * @param options defines the options used to create the mesh
  42084. * @param scene defines the hosting scene
  42085. * @returns the tiled ground mesh
  42086. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42087. */
  42088. static CreateTiledGround(name: string, options: {
  42089. xmin: number;
  42090. zmin: number;
  42091. xmax: number;
  42092. zmax: number;
  42093. subdivisions?: {
  42094. w: number;
  42095. h: number;
  42096. };
  42097. precision?: {
  42098. w: number;
  42099. h: number;
  42100. };
  42101. updatable?: boolean;
  42102. }, scene?: Nullable<Scene>): Mesh;
  42103. /**
  42104. * Creates a ground mesh from a height map
  42105. * * The parameter `url` sets the URL of the height map image resource.
  42106. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42107. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42108. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42109. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42110. * * 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.
  42111. * * 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).
  42112. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42113. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42114. * @param name defines the name of the mesh
  42115. * @param url defines the url to the height map
  42116. * @param options defines the options used to create the mesh
  42117. * @param scene defines the hosting scene
  42118. * @returns the ground mesh
  42119. * @see https://doc.babylonjs.com/babylon101/height_map
  42120. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42121. */
  42122. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42123. width?: number;
  42124. height?: number;
  42125. subdivisions?: number;
  42126. minHeight?: number;
  42127. maxHeight?: number;
  42128. colorFilter?: Color3;
  42129. alphaFilter?: number;
  42130. updatable?: boolean;
  42131. onReady?: (mesh: GroundMesh) => void;
  42132. }, scene?: Nullable<Scene>): GroundMesh;
  42133. }
  42134. }
  42135. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42136. import { Vector4 } from "babylonjs/Maths/math.vector";
  42137. import { Mesh } from "babylonjs/Meshes/mesh";
  42138. /**
  42139. * Class containing static functions to help procedurally build meshes
  42140. */
  42141. export class TorusBuilder {
  42142. /**
  42143. * Creates a torus mesh
  42144. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42145. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42146. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42147. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42148. * * 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
  42149. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42150. * @param name defines the name of the mesh
  42151. * @param options defines the options used to create the mesh
  42152. * @param scene defines the hosting scene
  42153. * @returns the torus mesh
  42154. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42155. */
  42156. static CreateTorus(name: string, options: {
  42157. diameter?: number;
  42158. thickness?: number;
  42159. tessellation?: number;
  42160. updatable?: boolean;
  42161. sideOrientation?: number;
  42162. frontUVs?: Vector4;
  42163. backUVs?: Vector4;
  42164. }, scene: any): Mesh;
  42165. }
  42166. }
  42167. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42168. import { Vector4 } from "babylonjs/Maths/math.vector";
  42169. import { Color4 } from "babylonjs/Maths/math.color";
  42170. import { Mesh } from "babylonjs/Meshes/mesh";
  42171. /**
  42172. * Class containing static functions to help procedurally build meshes
  42173. */
  42174. export class CylinderBuilder {
  42175. /**
  42176. * Creates a cylinder or a cone mesh
  42177. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42178. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42179. * * 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.
  42180. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42181. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42182. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42183. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42184. * * 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).
  42185. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42186. * * 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).
  42187. * * 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
  42188. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42189. * * 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
  42190. * * 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.
  42191. * * If `enclose` is false, a ring surface is one element.
  42192. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42193. * * 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
  42194. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42195. * * 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
  42196. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42197. * @param name defines the name of the mesh
  42198. * @param options defines the options used to create the mesh
  42199. * @param scene defines the hosting scene
  42200. * @returns the cylinder mesh
  42201. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42202. */
  42203. static CreateCylinder(name: string, options: {
  42204. height?: number;
  42205. diameterTop?: number;
  42206. diameterBottom?: number;
  42207. diameter?: number;
  42208. tessellation?: number;
  42209. subdivisions?: number;
  42210. arc?: number;
  42211. faceColors?: Color4[];
  42212. faceUV?: Vector4[];
  42213. updatable?: boolean;
  42214. hasRings?: boolean;
  42215. enclose?: boolean;
  42216. cap?: number;
  42217. sideOrientation?: number;
  42218. frontUVs?: Vector4;
  42219. backUVs?: Vector4;
  42220. }, scene: any): Mesh;
  42221. }
  42222. }
  42223. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42224. import { Observable } from "babylonjs/Misc/observable";
  42225. import { Nullable } from "babylonjs/types";
  42226. import { Camera } from "babylonjs/Cameras/camera";
  42227. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42228. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42229. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42230. import { Scene } from "babylonjs/scene";
  42231. import { Vector3 } from "babylonjs/Maths/math.vector";
  42232. import { Color3 } from "babylonjs/Maths/math.color";
  42233. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42234. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42235. import { Mesh } from "babylonjs/Meshes/mesh";
  42236. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42237. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42238. import "babylonjs/Meshes/Builders/groundBuilder";
  42239. import "babylonjs/Meshes/Builders/torusBuilder";
  42240. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42241. import "babylonjs/Gamepads/gamepadSceneComponent";
  42242. import "babylonjs/Animations/animatable";
  42243. /**
  42244. * Options to modify the vr teleportation behavior.
  42245. */
  42246. export interface VRTeleportationOptions {
  42247. /**
  42248. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42249. */
  42250. floorMeshName?: string;
  42251. /**
  42252. * A list of meshes to be used as the teleportation floor. (default: empty)
  42253. */
  42254. floorMeshes?: Mesh[];
  42255. }
  42256. /**
  42257. * Options to modify the vr experience helper's behavior.
  42258. */
  42259. export interface VRExperienceHelperOptions extends WebVROptions {
  42260. /**
  42261. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42262. */
  42263. createDeviceOrientationCamera?: boolean;
  42264. /**
  42265. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42266. */
  42267. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42268. /**
  42269. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42270. */
  42271. laserToggle?: boolean;
  42272. /**
  42273. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42274. */
  42275. floorMeshes?: Mesh[];
  42276. /**
  42277. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42278. */
  42279. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42280. }
  42281. /**
  42282. * Event containing information after VR has been entered
  42283. */
  42284. export class OnAfterEnteringVRObservableEvent {
  42285. /**
  42286. * If entering vr was successful
  42287. */
  42288. success: boolean;
  42289. }
  42290. /**
  42291. * Helps to quickly add VR support to an existing scene.
  42292. * See http://doc.babylonjs.com/how_to/webvr_helper
  42293. */
  42294. export class VRExperienceHelper {
  42295. /** Options to modify the vr experience helper's behavior. */
  42296. webVROptions: VRExperienceHelperOptions;
  42297. private _scene;
  42298. private _position;
  42299. private _btnVR;
  42300. private _btnVRDisplayed;
  42301. private _webVRsupported;
  42302. private _webVRready;
  42303. private _webVRrequesting;
  42304. private _webVRpresenting;
  42305. private _hasEnteredVR;
  42306. private _fullscreenVRpresenting;
  42307. private _canvas;
  42308. private _webVRCamera;
  42309. private _vrDeviceOrientationCamera;
  42310. private _deviceOrientationCamera;
  42311. private _existingCamera;
  42312. private _onKeyDown;
  42313. private _onVrDisplayPresentChange;
  42314. private _onVRDisplayChanged;
  42315. private _onVRRequestPresentStart;
  42316. private _onVRRequestPresentComplete;
  42317. /**
  42318. * 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)
  42319. */
  42320. enableGazeEvenWhenNoPointerLock: boolean;
  42321. /**
  42322. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42323. */
  42324. exitVROnDoubleTap: boolean;
  42325. /**
  42326. * Observable raised right before entering VR.
  42327. */
  42328. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42329. /**
  42330. * Observable raised when entering VR has completed.
  42331. */
  42332. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42333. /**
  42334. * Observable raised when exiting VR.
  42335. */
  42336. onExitingVRObservable: Observable<VRExperienceHelper>;
  42337. /**
  42338. * Observable raised when controller mesh is loaded.
  42339. */
  42340. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42341. /** Return this.onEnteringVRObservable
  42342. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42343. */
  42344. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42345. /** Return this.onExitingVRObservable
  42346. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42347. */
  42348. readonly onExitingVR: Observable<VRExperienceHelper>;
  42349. /** Return this.onControllerMeshLoadedObservable
  42350. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42351. */
  42352. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42353. private _rayLength;
  42354. private _useCustomVRButton;
  42355. private _teleportationRequested;
  42356. private _teleportActive;
  42357. private _floorMeshName;
  42358. private _floorMeshesCollection;
  42359. private _rotationAllowed;
  42360. private _teleportBackwardsVector;
  42361. private _teleportationTarget;
  42362. private _isDefaultTeleportationTarget;
  42363. private _postProcessMove;
  42364. private _teleportationFillColor;
  42365. private _teleportationBorderColor;
  42366. private _rotationAngle;
  42367. private _haloCenter;
  42368. private _cameraGazer;
  42369. private _padSensibilityUp;
  42370. private _padSensibilityDown;
  42371. private _leftController;
  42372. private _rightController;
  42373. /**
  42374. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42375. */
  42376. onNewMeshSelected: Observable<AbstractMesh>;
  42377. /**
  42378. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42379. * This observable will provide the mesh and the controller used to select the mesh
  42380. */
  42381. onMeshSelectedWithController: Observable<{
  42382. mesh: AbstractMesh;
  42383. controller: WebVRController;
  42384. }>;
  42385. /**
  42386. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42387. */
  42388. onNewMeshPicked: Observable<PickingInfo>;
  42389. private _circleEase;
  42390. /**
  42391. * Observable raised before camera teleportation
  42392. */
  42393. onBeforeCameraTeleport: Observable<Vector3>;
  42394. /**
  42395. * Observable raised after camera teleportation
  42396. */
  42397. onAfterCameraTeleport: Observable<Vector3>;
  42398. /**
  42399. * Observable raised when current selected mesh gets unselected
  42400. */
  42401. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42402. private _raySelectionPredicate;
  42403. /**
  42404. * To be optionaly changed by user to define custom ray selection
  42405. */
  42406. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42407. /**
  42408. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42409. */
  42410. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42411. /**
  42412. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42413. */
  42414. teleportationEnabled: boolean;
  42415. private _defaultHeight;
  42416. private _teleportationInitialized;
  42417. private _interactionsEnabled;
  42418. private _interactionsRequested;
  42419. private _displayGaze;
  42420. private _displayLaserPointer;
  42421. /**
  42422. * The mesh used to display where the user is going to teleport.
  42423. */
  42424. /**
  42425. * Sets the mesh to be used to display where the user is going to teleport.
  42426. */
  42427. teleportationTarget: Mesh;
  42428. /**
  42429. * 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
  42430. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42431. * See http://doc.babylonjs.com/resources/baking_transformations
  42432. */
  42433. gazeTrackerMesh: Mesh;
  42434. /**
  42435. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42436. */
  42437. updateGazeTrackerScale: boolean;
  42438. /**
  42439. * If the gaze trackers color should be updated when selecting meshes
  42440. */
  42441. updateGazeTrackerColor: boolean;
  42442. /**
  42443. * The gaze tracking mesh corresponding to the left controller
  42444. */
  42445. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42446. /**
  42447. * The gaze tracking mesh corresponding to the right controller
  42448. */
  42449. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42450. /**
  42451. * If the ray of the gaze should be displayed.
  42452. */
  42453. /**
  42454. * Sets if the ray of the gaze should be displayed.
  42455. */
  42456. displayGaze: boolean;
  42457. /**
  42458. * If the ray of the LaserPointer should be displayed.
  42459. */
  42460. /**
  42461. * Sets if the ray of the LaserPointer should be displayed.
  42462. */
  42463. displayLaserPointer: boolean;
  42464. /**
  42465. * The deviceOrientationCamera used as the camera when not in VR.
  42466. */
  42467. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42468. /**
  42469. * Based on the current WebVR support, returns the current VR camera used.
  42470. */
  42471. readonly currentVRCamera: Nullable<Camera>;
  42472. /**
  42473. * The webVRCamera which is used when in VR.
  42474. */
  42475. readonly webVRCamera: WebVRFreeCamera;
  42476. /**
  42477. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42478. */
  42479. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42480. /**
  42481. * The html button that is used to trigger entering into VR.
  42482. */
  42483. readonly vrButton: Nullable<HTMLButtonElement>;
  42484. private readonly _teleportationRequestInitiated;
  42485. /**
  42486. * Defines wether or not Pointer lock should be requested when switching to
  42487. * full screen.
  42488. */
  42489. requestPointerLockOnFullScreen: boolean;
  42490. /**
  42491. * Instantiates a VRExperienceHelper.
  42492. * Helps to quickly add VR support to an existing scene.
  42493. * @param scene The scene the VRExperienceHelper belongs to.
  42494. * @param webVROptions Options to modify the vr experience helper's behavior.
  42495. */
  42496. constructor(scene: Scene,
  42497. /** Options to modify the vr experience helper's behavior. */
  42498. webVROptions?: VRExperienceHelperOptions);
  42499. private _onDefaultMeshLoaded;
  42500. private _onResize;
  42501. private _onFullscreenChange;
  42502. /**
  42503. * Gets a value indicating if we are currently in VR mode.
  42504. */
  42505. readonly isInVRMode: boolean;
  42506. private onVrDisplayPresentChange;
  42507. private onVRDisplayChanged;
  42508. private moveButtonToBottomRight;
  42509. private displayVRButton;
  42510. private updateButtonVisibility;
  42511. private _cachedAngularSensibility;
  42512. /**
  42513. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42514. * Otherwise, will use the fullscreen API.
  42515. */
  42516. enterVR(): void;
  42517. /**
  42518. * Attempt to exit VR, or fullscreen.
  42519. */
  42520. exitVR(): void;
  42521. /**
  42522. * The position of the vr experience helper.
  42523. */
  42524. /**
  42525. * Sets the position of the vr experience helper.
  42526. */
  42527. position: Vector3;
  42528. /**
  42529. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42530. */
  42531. enableInteractions(): void;
  42532. private readonly _noControllerIsActive;
  42533. private beforeRender;
  42534. private _isTeleportationFloor;
  42535. /**
  42536. * Adds a floor mesh to be used for teleportation.
  42537. * @param floorMesh the mesh to be used for teleportation.
  42538. */
  42539. addFloorMesh(floorMesh: Mesh): void;
  42540. /**
  42541. * Removes a floor mesh from being used for teleportation.
  42542. * @param floorMesh the mesh to be removed.
  42543. */
  42544. removeFloorMesh(floorMesh: Mesh): void;
  42545. /**
  42546. * Enables interactions and teleportation using the VR controllers and gaze.
  42547. * @param vrTeleportationOptions options to modify teleportation behavior.
  42548. */
  42549. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42550. private _onNewGamepadConnected;
  42551. private _tryEnableInteractionOnController;
  42552. private _onNewGamepadDisconnected;
  42553. private _enableInteractionOnController;
  42554. private _checkTeleportWithRay;
  42555. private _checkRotate;
  42556. private _checkTeleportBackwards;
  42557. private _enableTeleportationOnController;
  42558. private _createTeleportationCircles;
  42559. private _displayTeleportationTarget;
  42560. private _hideTeleportationTarget;
  42561. private _rotateCamera;
  42562. private _moveTeleportationSelectorTo;
  42563. private _workingVector;
  42564. private _workingQuaternion;
  42565. private _workingMatrix;
  42566. /**
  42567. * Teleports the users feet to the desired location
  42568. * @param location The location where the user's feet should be placed
  42569. */
  42570. teleportCamera(location: Vector3): void;
  42571. private _convertNormalToDirectionOfRay;
  42572. private _castRayAndSelectObject;
  42573. private _notifySelectedMeshUnselected;
  42574. /**
  42575. * Sets the color of the laser ray from the vr controllers.
  42576. * @param color new color for the ray.
  42577. */
  42578. changeLaserColor(color: Color3): void;
  42579. /**
  42580. * Sets the color of the ray from the vr headsets gaze.
  42581. * @param color new color for the ray.
  42582. */
  42583. changeGazeColor(color: Color3): void;
  42584. /**
  42585. * Exits VR and disposes of the vr experience helper
  42586. */
  42587. dispose(): void;
  42588. /**
  42589. * Gets the name of the VRExperienceHelper class
  42590. * @returns "VRExperienceHelper"
  42591. */
  42592. getClassName(): string;
  42593. }
  42594. }
  42595. declare module "babylonjs/Cameras/VR/index" {
  42596. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42597. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42598. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42599. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42600. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42601. export * from "babylonjs/Cameras/VR/webVRCamera";
  42602. }
  42603. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42604. import { Observable } from "babylonjs/Misc/observable";
  42605. import { Nullable } from "babylonjs/types";
  42606. import { IDisposable, Scene } from "babylonjs/scene";
  42607. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42608. /**
  42609. * Manages an XRSession to work with Babylon's engine
  42610. * @see https://doc.babylonjs.com/how_to/webxr
  42611. */
  42612. export class WebXRSessionManager implements IDisposable {
  42613. private scene;
  42614. /**
  42615. * Fires every time a new xrFrame arrives which can be used to update the camera
  42616. */
  42617. onXRFrameObservable: Observable<any>;
  42618. /**
  42619. * Fires when the xr session is ended either by the device or manually done
  42620. */
  42621. onXRSessionEnded: Observable<any>;
  42622. /**
  42623. * Underlying xr session
  42624. */
  42625. session: XRSession;
  42626. /**
  42627. * Type of reference space used when creating the session
  42628. */
  42629. referenceSpace: XRReferenceSpace;
  42630. /** @hidden */
  42631. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42632. /**
  42633. * Current XR frame
  42634. */
  42635. currentFrame: Nullable<XRFrame>;
  42636. private _xrNavigator;
  42637. private baseLayer;
  42638. /**
  42639. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42640. * @param scene The scene which the session should be created for
  42641. */
  42642. constructor(scene: Scene);
  42643. /**
  42644. * Initializes the manager
  42645. * After initialization enterXR can be called to start an XR session
  42646. * @returns Promise which resolves after it is initialized
  42647. */
  42648. initializeAsync(): Promise<void>;
  42649. /**
  42650. * Initializes an xr session
  42651. * @param xrSessionMode mode to initialize
  42652. * @returns a promise which will resolve once the session has been initialized
  42653. */
  42654. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42655. /**
  42656. * Sets the reference space on the xr session
  42657. * @param referenceSpace space to set
  42658. * @returns a promise that will resolve once the reference space has been set
  42659. */
  42660. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42661. /**
  42662. * Updates the render state of the session
  42663. * @param state state to set
  42664. * @returns a promise that resolves once the render state has been updated
  42665. */
  42666. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42667. /**
  42668. * Starts rendering to the xr layer
  42669. * @returns a promise that will resolve once rendering has started
  42670. */
  42671. startRenderingToXRAsync(): Promise<void>;
  42672. /**
  42673. * Stops the xrSession and restores the renderloop
  42674. * @returns Promise which resolves after it exits XR
  42675. */
  42676. exitXRAsync(): Promise<unknown>;
  42677. /**
  42678. * Checks if a session would be supported for the creation options specified
  42679. * @param sessionMode session mode to check if supported eg. immersive-vr
  42680. * @returns true if supported
  42681. */
  42682. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42683. /**
  42684. * @hidden
  42685. * Converts the render layer of xrSession to a render target
  42686. * @param session session to create render target for
  42687. * @param scene scene the new render target should be created for
  42688. */
  42689. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42690. /**
  42691. * Disposes of the session manager
  42692. */
  42693. dispose(): void;
  42694. }
  42695. }
  42696. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42697. import { Scene } from "babylonjs/scene";
  42698. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42699. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42700. /**
  42701. * WebXR Camera which holds the views for the xrSession
  42702. * @see https://doc.babylonjs.com/how_to/webxr
  42703. */
  42704. export class WebXRCamera extends FreeCamera {
  42705. private static _TmpMatrix;
  42706. /**
  42707. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42708. * @param name the name of the camera
  42709. * @param scene the scene to add the camera to
  42710. */
  42711. constructor(name: string, scene: Scene);
  42712. private _updateNumberOfRigCameras;
  42713. /** @hidden */
  42714. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42715. /**
  42716. * Updates the cameras position from the current pose information of the XR session
  42717. * @param xrSessionManager the session containing pose information
  42718. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42719. */
  42720. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42721. }
  42722. }
  42723. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42724. import { Nullable } from "babylonjs/types";
  42725. import { IDisposable } from "babylonjs/scene";
  42726. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42727. /**
  42728. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42729. */
  42730. export class WebXRManagedOutputCanvas implements IDisposable {
  42731. private helper;
  42732. private _canvas;
  42733. /**
  42734. * xrpresent context of the canvas which can be used to display/mirror xr content
  42735. */
  42736. canvasContext: WebGLRenderingContext;
  42737. /**
  42738. * xr layer for the canvas
  42739. */
  42740. xrLayer: Nullable<XRWebGLLayer>;
  42741. /**
  42742. * Initializes the xr layer for the session
  42743. * @param xrSession xr session
  42744. * @returns a promise that will resolve once the XR Layer has been created
  42745. */
  42746. initializeXRLayerAsync(xrSession: any): any;
  42747. /**
  42748. * Initializes the canvas to be added/removed upon entering/exiting xr
  42749. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42750. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42751. */
  42752. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42753. /**
  42754. * Disposes of the object
  42755. */
  42756. dispose(): void;
  42757. private _setManagedOutputCanvas;
  42758. private _addCanvas;
  42759. private _removeCanvas;
  42760. }
  42761. }
  42762. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42763. import { Observable } from "babylonjs/Misc/observable";
  42764. import { IDisposable, Scene } from "babylonjs/scene";
  42765. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42766. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42767. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42768. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42769. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42770. /**
  42771. * States of the webXR experience
  42772. */
  42773. export enum WebXRState {
  42774. /**
  42775. * Transitioning to being in XR mode
  42776. */
  42777. ENTERING_XR = 0,
  42778. /**
  42779. * Transitioning to non XR mode
  42780. */
  42781. EXITING_XR = 1,
  42782. /**
  42783. * In XR mode and presenting
  42784. */
  42785. IN_XR = 2,
  42786. /**
  42787. * Not entered XR mode
  42788. */
  42789. NOT_IN_XR = 3
  42790. }
  42791. /**
  42792. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42793. * @see https://doc.babylonjs.com/how_to/webxr
  42794. */
  42795. export class WebXRExperienceHelper implements IDisposable {
  42796. private scene;
  42797. /**
  42798. * 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
  42799. */
  42800. container: AbstractMesh;
  42801. /**
  42802. * Camera used to render xr content
  42803. */
  42804. camera: WebXRCamera;
  42805. /**
  42806. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42807. */
  42808. state: WebXRState;
  42809. private _setState;
  42810. private static _TmpVector;
  42811. /**
  42812. * Fires when the state of the experience helper has changed
  42813. */
  42814. onStateChangedObservable: Observable<WebXRState>;
  42815. /** Session manager used to keep track of xr session */
  42816. sessionManager: WebXRSessionManager;
  42817. private _nonVRCamera;
  42818. private _originalSceneAutoClear;
  42819. private _supported;
  42820. /**
  42821. * Creates the experience helper
  42822. * @param scene the scene to attach the experience helper to
  42823. * @returns a promise for the experience helper
  42824. */
  42825. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42826. /**
  42827. * Creates a WebXRExperienceHelper
  42828. * @param scene The scene the helper should be created in
  42829. */
  42830. private constructor();
  42831. /**
  42832. * Exits XR mode and returns the scene to its original state
  42833. * @returns promise that resolves after xr mode has exited
  42834. */
  42835. exitXRAsync(): Promise<unknown>;
  42836. /**
  42837. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42838. * @param sessionCreationOptions options for the XR session
  42839. * @param referenceSpaceType frame of reference of the XR session
  42840. * @param outputCanvas the output canvas that will be used to enter XR mode
  42841. * @returns promise that resolves after xr mode has entered
  42842. */
  42843. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42844. /**
  42845. * Updates the global position of the camera by moving the camera's container
  42846. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42847. * @param position The desired global position of the camera
  42848. */
  42849. setPositionOfCameraUsingContainer(position: Vector3): void;
  42850. /**
  42851. * Rotates the xr camera by rotating the camera's container around the camera's position
  42852. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42853. * @param rotation the desired quaternion rotation to apply to the camera
  42854. */
  42855. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42856. /**
  42857. * Disposes of the experience helper
  42858. */
  42859. dispose(): void;
  42860. }
  42861. }
  42862. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42863. import { Nullable } from "babylonjs/types";
  42864. import { Observable } from "babylonjs/Misc/observable";
  42865. import { IDisposable, Scene } from "babylonjs/scene";
  42866. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42867. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42868. /**
  42869. * Button which can be used to enter a different mode of XR
  42870. */
  42871. export class WebXREnterExitUIButton {
  42872. /** button element */
  42873. element: HTMLElement;
  42874. /** XR initialization options for the button */
  42875. sessionMode: XRSessionMode;
  42876. /** Reference space type */
  42877. referenceSpaceType: XRReferenceSpaceType;
  42878. /**
  42879. * Creates a WebXREnterExitUIButton
  42880. * @param element button element
  42881. * @param sessionMode XR initialization session mode
  42882. * @param referenceSpaceType the type of reference space to be used
  42883. */
  42884. constructor(
  42885. /** button element */
  42886. element: HTMLElement,
  42887. /** XR initialization options for the button */
  42888. sessionMode: XRSessionMode,
  42889. /** Reference space type */
  42890. referenceSpaceType: XRReferenceSpaceType);
  42891. /**
  42892. * Overwritable function which can be used to update the button's visuals when the state changes
  42893. * @param activeButton the current active button in the UI
  42894. */
  42895. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42896. }
  42897. /**
  42898. * Options to create the webXR UI
  42899. */
  42900. export class WebXREnterExitUIOptions {
  42901. /**
  42902. * Context to enter xr with
  42903. */
  42904. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42905. /**
  42906. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42907. */
  42908. customButtons?: Array<WebXREnterExitUIButton>;
  42909. }
  42910. /**
  42911. * UI to allow the user to enter/exit XR mode
  42912. */
  42913. export class WebXREnterExitUI implements IDisposable {
  42914. private scene;
  42915. private _overlay;
  42916. private _buttons;
  42917. private _activeButton;
  42918. /**
  42919. * Fired every time the active button is changed.
  42920. *
  42921. * When xr is entered via a button that launches xr that button will be the callback parameter
  42922. *
  42923. * When exiting xr the callback parameter will be null)
  42924. */
  42925. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42926. /**
  42927. * Creates UI to allow the user to enter/exit XR mode
  42928. * @param scene the scene to add the ui to
  42929. * @param helper the xr experience helper to enter/exit xr with
  42930. * @param options options to configure the UI
  42931. * @returns the created ui
  42932. */
  42933. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42934. private constructor();
  42935. private _updateButtons;
  42936. /**
  42937. * Disposes of the object
  42938. */
  42939. dispose(): void;
  42940. }
  42941. }
  42942. declare module "babylonjs/Cameras/XR/webXRController" {
  42943. import { Nullable } from "babylonjs/types";
  42944. import { Observable } from "babylonjs/Misc/observable";
  42945. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42946. import { Ray } from "babylonjs/Culling/ray";
  42947. import { Scene } from "babylonjs/scene";
  42948. /**
  42949. * Represents an XR input
  42950. */
  42951. export class WebXRController {
  42952. private scene;
  42953. /** The underlying input source for the controller */
  42954. inputSource: XRInputSource;
  42955. private parentContainer;
  42956. /**
  42957. * 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
  42958. */
  42959. grip?: AbstractMesh;
  42960. /**
  42961. * Pointer which can be used to select objects or attach a visible laser to
  42962. */
  42963. pointer: AbstractMesh;
  42964. /**
  42965. * Event that fires when the controller is removed/disposed
  42966. */
  42967. onDisposeObservable: Observable<{}>;
  42968. private _tmpMatrix;
  42969. private _tmpQuaternion;
  42970. private _tmpVector;
  42971. /**
  42972. * Creates the controller
  42973. * @see https://doc.babylonjs.com/how_to/webxr
  42974. * @param scene the scene which the controller should be associated to
  42975. * @param inputSource the underlying input source for the controller
  42976. * @param parentContainer parent that the controller meshes should be children of
  42977. */
  42978. constructor(scene: Scene,
  42979. /** The underlying input source for the controller */
  42980. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42981. /**
  42982. * Updates the controller pose based on the given XRFrame
  42983. * @param xrFrame xr frame to update the pose with
  42984. * @param referenceSpace reference space to use
  42985. */
  42986. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42987. /**
  42988. * Gets a world space ray coming from the controller
  42989. * @param result the resulting ray
  42990. */
  42991. getWorldPointerRayToRef(result: Ray): void;
  42992. /**
  42993. * Disposes of the object
  42994. */
  42995. dispose(): void;
  42996. }
  42997. }
  42998. declare module "babylonjs/Cameras/XR/webXRInput" {
  42999. import { Observable } from "babylonjs/Misc/observable";
  43000. import { IDisposable } from "babylonjs/scene";
  43001. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43002. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43003. /**
  43004. * XR input used to track XR inputs such as controllers/rays
  43005. */
  43006. export class WebXRInput implements IDisposable {
  43007. /**
  43008. * Base experience the input listens to
  43009. */
  43010. baseExperience: WebXRExperienceHelper;
  43011. /**
  43012. * XR controllers being tracked
  43013. */
  43014. controllers: Array<WebXRController>;
  43015. private _frameObserver;
  43016. private _stateObserver;
  43017. /**
  43018. * Event when a controller has been connected/added
  43019. */
  43020. onControllerAddedObservable: Observable<WebXRController>;
  43021. /**
  43022. * Event when a controller has been removed/disconnected
  43023. */
  43024. onControllerRemovedObservable: Observable<WebXRController>;
  43025. /**
  43026. * Initializes the WebXRInput
  43027. * @param baseExperience experience helper which the input should be created for
  43028. */
  43029. constructor(
  43030. /**
  43031. * Base experience the input listens to
  43032. */
  43033. baseExperience: WebXRExperienceHelper);
  43034. private _onInputSourcesChange;
  43035. private _addAndRemoveControllers;
  43036. /**
  43037. * Disposes of the object
  43038. */
  43039. dispose(): void;
  43040. }
  43041. }
  43042. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43043. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43044. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43045. /**
  43046. * Enables teleportation
  43047. */
  43048. export class WebXRControllerTeleportation {
  43049. private _teleportationFillColor;
  43050. private _teleportationBorderColor;
  43051. private _tmpRay;
  43052. private _tmpVector;
  43053. /**
  43054. * Creates a WebXRControllerTeleportation
  43055. * @param input input manager to add teleportation to
  43056. * @param floorMeshes floormeshes which can be teleported to
  43057. */
  43058. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43059. }
  43060. }
  43061. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43062. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43063. /**
  43064. * Handles pointer input automatically for the pointer of XR controllers
  43065. */
  43066. export class WebXRControllerPointerSelection {
  43067. private static _idCounter;
  43068. private _tmpRay;
  43069. /**
  43070. * Creates a WebXRControllerPointerSelection
  43071. * @param input input manager to setup pointer selection
  43072. */
  43073. constructor(input: WebXRInput);
  43074. private _convertNormalToDirectionOfRay;
  43075. private _updatePointerDistance;
  43076. }
  43077. }
  43078. declare module "babylonjs/Loading/sceneLoader" {
  43079. import { Observable } from "babylonjs/Misc/observable";
  43080. import { Nullable } from "babylonjs/types";
  43081. import { Scene } from "babylonjs/scene";
  43082. import { Engine } from "babylonjs/Engines/engine";
  43083. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43084. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43085. import { AssetContainer } from "babylonjs/assetContainer";
  43086. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43087. import { Skeleton } from "babylonjs/Bones/skeleton";
  43088. /**
  43089. * Class used to represent data loading progression
  43090. */
  43091. export class SceneLoaderProgressEvent {
  43092. /** defines if data length to load can be evaluated */
  43093. readonly lengthComputable: boolean;
  43094. /** defines the loaded data length */
  43095. readonly loaded: number;
  43096. /** defines the data length to load */
  43097. readonly total: number;
  43098. /**
  43099. * Create a new progress event
  43100. * @param lengthComputable defines if data length to load can be evaluated
  43101. * @param loaded defines the loaded data length
  43102. * @param total defines the data length to load
  43103. */
  43104. constructor(
  43105. /** defines if data length to load can be evaluated */
  43106. lengthComputable: boolean,
  43107. /** defines the loaded data length */
  43108. loaded: number,
  43109. /** defines the data length to load */
  43110. total: number);
  43111. /**
  43112. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43113. * @param event defines the source event
  43114. * @returns a new SceneLoaderProgressEvent
  43115. */
  43116. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43117. }
  43118. /**
  43119. * Interface used by SceneLoader plugins to define supported file extensions
  43120. */
  43121. export interface ISceneLoaderPluginExtensions {
  43122. /**
  43123. * Defines the list of supported extensions
  43124. */
  43125. [extension: string]: {
  43126. isBinary: boolean;
  43127. };
  43128. }
  43129. /**
  43130. * Interface used by SceneLoader plugin factory
  43131. */
  43132. export interface ISceneLoaderPluginFactory {
  43133. /**
  43134. * Defines the name of the factory
  43135. */
  43136. name: string;
  43137. /**
  43138. * Function called to create a new plugin
  43139. * @return the new plugin
  43140. */
  43141. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43142. /**
  43143. * Boolean indicating if the plugin can direct load specific data
  43144. */
  43145. canDirectLoad?: (data: string) => boolean;
  43146. }
  43147. /**
  43148. * Interface used to define a SceneLoader plugin
  43149. */
  43150. export interface ISceneLoaderPlugin {
  43151. /**
  43152. * The friendly name of this plugin.
  43153. */
  43154. name: string;
  43155. /**
  43156. * The file extensions supported by this plugin.
  43157. */
  43158. extensions: string | ISceneLoaderPluginExtensions;
  43159. /**
  43160. * Import meshes into a scene.
  43161. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43162. * @param scene The scene to import into
  43163. * @param data The data to import
  43164. * @param rootUrl The root url for scene and resources
  43165. * @param meshes The meshes array to import into
  43166. * @param particleSystems The particle systems array to import into
  43167. * @param skeletons The skeletons array to import into
  43168. * @param onError The callback when import fails
  43169. * @returns True if successful or false otherwise
  43170. */
  43171. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43172. /**
  43173. * Load into a scene.
  43174. * @param scene The scene to load into
  43175. * @param data The data to import
  43176. * @param rootUrl The root url for scene and resources
  43177. * @param onError The callback when import fails
  43178. * @returns true if successful or false otherwise
  43179. */
  43180. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43181. /**
  43182. * The callback that returns true if the data can be directly loaded.
  43183. */
  43184. canDirectLoad?: (data: string) => boolean;
  43185. /**
  43186. * The callback that allows custom handling of the root url based on the response url.
  43187. */
  43188. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43189. /**
  43190. * Load into an asset container.
  43191. * @param scene The scene to load into
  43192. * @param data The data to import
  43193. * @param rootUrl The root url for scene and resources
  43194. * @param onError The callback when import fails
  43195. * @returns The loaded asset container
  43196. */
  43197. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43198. }
  43199. /**
  43200. * Interface used to define an async SceneLoader plugin
  43201. */
  43202. export interface ISceneLoaderPluginAsync {
  43203. /**
  43204. * The friendly name of this plugin.
  43205. */
  43206. name: string;
  43207. /**
  43208. * The file extensions supported by this plugin.
  43209. */
  43210. extensions: string | ISceneLoaderPluginExtensions;
  43211. /**
  43212. * Import meshes into a scene.
  43213. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43214. * @param scene The scene to import into
  43215. * @param data The data to import
  43216. * @param rootUrl The root url for scene and resources
  43217. * @param onProgress The callback when the load progresses
  43218. * @param fileName Defines the name of the file to load
  43219. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43220. */
  43221. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43222. meshes: AbstractMesh[];
  43223. particleSystems: IParticleSystem[];
  43224. skeletons: Skeleton[];
  43225. animationGroups: AnimationGroup[];
  43226. }>;
  43227. /**
  43228. * Load into a scene.
  43229. * @param scene The scene to load into
  43230. * @param data The data to import
  43231. * @param rootUrl The root url for scene and resources
  43232. * @param onProgress The callback when the load progresses
  43233. * @param fileName Defines the name of the file to load
  43234. * @returns Nothing
  43235. */
  43236. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43237. /**
  43238. * The callback that returns true if the data can be directly loaded.
  43239. */
  43240. canDirectLoad?: (data: string) => boolean;
  43241. /**
  43242. * The callback that allows custom handling of the root url based on the response url.
  43243. */
  43244. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43245. /**
  43246. * Load into an asset container.
  43247. * @param scene The scene to load into
  43248. * @param data The data to import
  43249. * @param rootUrl The root url for scene and resources
  43250. * @param onProgress The callback when the load progresses
  43251. * @param fileName Defines the name of the file to load
  43252. * @returns The loaded asset container
  43253. */
  43254. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43255. }
  43256. /**
  43257. * Class used to load scene from various file formats using registered plugins
  43258. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43259. */
  43260. export class SceneLoader {
  43261. /**
  43262. * No logging while loading
  43263. */
  43264. static readonly NO_LOGGING: number;
  43265. /**
  43266. * Minimal logging while loading
  43267. */
  43268. static readonly MINIMAL_LOGGING: number;
  43269. /**
  43270. * Summary logging while loading
  43271. */
  43272. static readonly SUMMARY_LOGGING: number;
  43273. /**
  43274. * Detailled logging while loading
  43275. */
  43276. static readonly DETAILED_LOGGING: number;
  43277. /**
  43278. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43279. */
  43280. static ForceFullSceneLoadingForIncremental: boolean;
  43281. /**
  43282. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43283. */
  43284. static ShowLoadingScreen: boolean;
  43285. /**
  43286. * Defines the current logging level (while loading the scene)
  43287. * @ignorenaming
  43288. */
  43289. static loggingLevel: number;
  43290. /**
  43291. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43292. */
  43293. static CleanBoneMatrixWeights: boolean;
  43294. /**
  43295. * Event raised when a plugin is used to load a scene
  43296. */
  43297. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43298. private static _registeredPlugins;
  43299. private static _getDefaultPlugin;
  43300. private static _getPluginForExtension;
  43301. private static _getPluginForDirectLoad;
  43302. private static _getPluginForFilename;
  43303. private static _getDirectLoad;
  43304. private static _loadData;
  43305. private static _getFileInfo;
  43306. /**
  43307. * Gets a plugin that can load the given extension
  43308. * @param extension defines the extension to load
  43309. * @returns a plugin or null if none works
  43310. */
  43311. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43312. /**
  43313. * Gets a boolean indicating that the given extension can be loaded
  43314. * @param extension defines the extension to load
  43315. * @returns true if the extension is supported
  43316. */
  43317. static IsPluginForExtensionAvailable(extension: string): boolean;
  43318. /**
  43319. * Adds a new plugin to the list of registered plugins
  43320. * @param plugin defines the plugin to add
  43321. */
  43322. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43323. /**
  43324. * Import meshes into a scene
  43325. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43326. * @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)
  43327. * @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)
  43328. * @param scene the instance of BABYLON.Scene to append to
  43329. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43330. * @param onProgress a callback with a progress event for each file being loaded
  43331. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43332. * @param pluginExtension the extension used to determine the plugin
  43333. * @returns The loaded plugin
  43334. */
  43335. 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>;
  43336. /**
  43337. * Import meshes into a scene
  43338. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43339. * @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)
  43340. * @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)
  43341. * @param scene the instance of BABYLON.Scene to append to
  43342. * @param onProgress a callback with a progress event for each file being loaded
  43343. * @param pluginExtension the extension used to determine the plugin
  43344. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43345. */
  43346. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43347. meshes: AbstractMesh[];
  43348. particleSystems: IParticleSystem[];
  43349. skeletons: Skeleton[];
  43350. animationGroups: AnimationGroup[];
  43351. }>;
  43352. /**
  43353. * Load a scene
  43354. * @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)
  43355. * @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)
  43356. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43357. * @param onSuccess a callback with the scene when import succeeds
  43358. * @param onProgress a callback with a progress event for each file being loaded
  43359. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43360. * @param pluginExtension the extension used to determine the plugin
  43361. * @returns The loaded plugin
  43362. */
  43363. 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>;
  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 onProgress a callback with a progress event for each file being loaded
  43370. * @param pluginExtension the extension used to determine the plugin
  43371. * @returns The loaded scene
  43372. */
  43373. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43374. /**
  43375. * Append a scene
  43376. * @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)
  43377. * @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)
  43378. * @param scene is the instance of BABYLON.Scene to append to
  43379. * @param onSuccess a callback with the scene when import succeeds
  43380. * @param onProgress a callback with a progress event for each file being loaded
  43381. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43382. * @param pluginExtension the extension used to determine the plugin
  43383. * @returns The loaded plugin
  43384. */
  43385. 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>;
  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 onProgress a callback with a progress event for each file being loaded
  43392. * @param pluginExtension the extension used to determine the plugin
  43393. * @returns The given scene
  43394. */
  43395. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43396. /**
  43397. * Load a scene into an asset container
  43398. * @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)
  43399. * @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)
  43400. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43401. * @param onSuccess a callback with the scene when import succeeds
  43402. * @param onProgress a callback with a progress event for each file being loaded
  43403. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43404. * @param pluginExtension the extension used to determine the plugin
  43405. * @returns The loaded plugin
  43406. */
  43407. 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>;
  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 (default: empty string)
  43412. * @param scene is the instance of Scene to append to
  43413. * @param onProgress a callback with a progress event for each file being loaded
  43414. * @param pluginExtension the extension used to determine the plugin
  43415. * @returns The loaded asset container
  43416. */
  43417. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43418. }
  43419. }
  43420. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43421. import { Scene } from "babylonjs/scene";
  43422. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43423. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43424. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43425. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43426. /**
  43427. * Generic Controller
  43428. */
  43429. export class GenericController extends WebVRController {
  43430. /**
  43431. * Base Url for the controller model.
  43432. */
  43433. static readonly MODEL_BASE_URL: string;
  43434. /**
  43435. * File name for the controller model.
  43436. */
  43437. static readonly MODEL_FILENAME: string;
  43438. /**
  43439. * Creates a new GenericController from a gamepad
  43440. * @param vrGamepad the gamepad that the controller should be created from
  43441. */
  43442. constructor(vrGamepad: any);
  43443. /**
  43444. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43445. * @param scene scene in which to add meshes
  43446. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43447. */
  43448. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43449. /**
  43450. * Called once for each button that changed state since the last frame
  43451. * @param buttonIdx Which button index changed
  43452. * @param state New state of the button
  43453. * @param changes Which properties on the state changed since last frame
  43454. */
  43455. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43456. }
  43457. }
  43458. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43459. import { Observable } from "babylonjs/Misc/observable";
  43460. import { Scene } from "babylonjs/scene";
  43461. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43462. import { Ray } from "babylonjs/Culling/ray";
  43463. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43464. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43465. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43466. /**
  43467. * Defines the WindowsMotionController object that the state of the windows motion controller
  43468. */
  43469. export class WindowsMotionController extends WebVRController {
  43470. /**
  43471. * The base url used to load the left and right controller models
  43472. */
  43473. static MODEL_BASE_URL: string;
  43474. /**
  43475. * The name of the left controller model file
  43476. */
  43477. static MODEL_LEFT_FILENAME: string;
  43478. /**
  43479. * The name of the right controller model file
  43480. */
  43481. static MODEL_RIGHT_FILENAME: string;
  43482. /**
  43483. * The controller name prefix for this controller type
  43484. */
  43485. static readonly GAMEPAD_ID_PREFIX: string;
  43486. /**
  43487. * The controller id pattern for this controller type
  43488. */
  43489. private static readonly GAMEPAD_ID_PATTERN;
  43490. private _loadedMeshInfo;
  43491. private readonly _mapping;
  43492. /**
  43493. * Fired when the trackpad on this controller is clicked
  43494. */
  43495. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43496. /**
  43497. * Fired when the trackpad on this controller is modified
  43498. */
  43499. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43500. /**
  43501. * The current x and y values of this controller's trackpad
  43502. */
  43503. trackpad: StickValues;
  43504. /**
  43505. * Creates a new WindowsMotionController from a gamepad
  43506. * @param vrGamepad the gamepad that the controller should be created from
  43507. */
  43508. constructor(vrGamepad: any);
  43509. /**
  43510. * Fired when the trigger on this controller is modified
  43511. */
  43512. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43513. /**
  43514. * Fired when the menu button on this controller is modified
  43515. */
  43516. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43517. /**
  43518. * Fired when the grip button on this controller is modified
  43519. */
  43520. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43521. /**
  43522. * Fired when the thumbstick button on this controller is modified
  43523. */
  43524. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43525. /**
  43526. * Fired when the touchpad button on this controller is modified
  43527. */
  43528. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43529. /**
  43530. * Fired when the touchpad values on this controller are modified
  43531. */
  43532. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43533. private _updateTrackpad;
  43534. /**
  43535. * Called once per frame by the engine.
  43536. */
  43537. update(): void;
  43538. /**
  43539. * Called once for each button that changed state since the last frame
  43540. * @param buttonIdx Which button index changed
  43541. * @param state New state of the button
  43542. * @param changes Which properties on the state changed since last frame
  43543. */
  43544. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43545. /**
  43546. * Moves the buttons on the controller mesh based on their current state
  43547. * @param buttonName the name of the button to move
  43548. * @param buttonValue the value of the button which determines the buttons new position
  43549. */
  43550. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43551. /**
  43552. * Moves the axis on the controller mesh based on its current state
  43553. * @param axis the index of the axis
  43554. * @param axisValue the value of the axis which determines the meshes new position
  43555. * @hidden
  43556. */
  43557. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43558. /**
  43559. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43560. * @param scene scene in which to add meshes
  43561. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43562. */
  43563. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43564. /**
  43565. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43566. * can be transformed by button presses and axes values, based on this._mapping.
  43567. *
  43568. * @param scene scene in which the meshes exist
  43569. * @param meshes list of meshes that make up the controller model to process
  43570. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43571. */
  43572. private processModel;
  43573. private createMeshInfo;
  43574. /**
  43575. * Gets the ray of the controller in the direction the controller is pointing
  43576. * @param length the length the resulting ray should be
  43577. * @returns a ray in the direction the controller is pointing
  43578. */
  43579. getForwardRay(length?: number): Ray;
  43580. /**
  43581. * Disposes of the controller
  43582. */
  43583. dispose(): void;
  43584. }
  43585. }
  43586. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43587. import { Observable } from "babylonjs/Misc/observable";
  43588. import { Scene } from "babylonjs/scene";
  43589. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43590. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43591. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43592. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43593. /**
  43594. * Oculus Touch Controller
  43595. */
  43596. export class OculusTouchController extends WebVRController {
  43597. /**
  43598. * Base Url for the controller model.
  43599. */
  43600. static MODEL_BASE_URL: string;
  43601. /**
  43602. * File name for the left controller model.
  43603. */
  43604. static MODEL_LEFT_FILENAME: string;
  43605. /**
  43606. * File name for the right controller model.
  43607. */
  43608. static MODEL_RIGHT_FILENAME: string;
  43609. /**
  43610. * Base Url for the Quest controller model.
  43611. */
  43612. static QUEST_MODEL_BASE_URL: string;
  43613. /**
  43614. * @hidden
  43615. * If the controllers are running on a device that needs the updated Quest controller models
  43616. */
  43617. static _IsQuest: boolean;
  43618. /**
  43619. * Fired when the secondary trigger on this controller is modified
  43620. */
  43621. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43622. /**
  43623. * Fired when the thumb rest on this controller is modified
  43624. */
  43625. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43626. /**
  43627. * Creates a new OculusTouchController from a gamepad
  43628. * @param vrGamepad the gamepad that the controller should be created from
  43629. */
  43630. constructor(vrGamepad: any);
  43631. /**
  43632. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43633. * @param scene scene in which to add meshes
  43634. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43635. */
  43636. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43637. /**
  43638. * Fired when the A button on this controller is modified
  43639. */
  43640. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43641. /**
  43642. * Fired when the B button on this controller is modified
  43643. */
  43644. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43645. /**
  43646. * Fired when the X button on this controller is modified
  43647. */
  43648. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43649. /**
  43650. * Fired when the Y button on this controller is modified
  43651. */
  43652. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43653. /**
  43654. * Called once for each button that changed state since the last frame
  43655. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43656. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43657. * 2) secondary trigger (same)
  43658. * 3) A (right) X (left), touch, pressed = value
  43659. * 4) B / Y
  43660. * 5) thumb rest
  43661. * @param buttonIdx Which button index changed
  43662. * @param state New state of the button
  43663. * @param changes Which properties on the state changed since last frame
  43664. */
  43665. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43666. }
  43667. }
  43668. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43669. import { Scene } from "babylonjs/scene";
  43670. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43671. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43672. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43673. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43674. import { Observable } from "babylonjs/Misc/observable";
  43675. /**
  43676. * Vive Controller
  43677. */
  43678. export class ViveController extends WebVRController {
  43679. /**
  43680. * Base Url for the controller model.
  43681. */
  43682. static MODEL_BASE_URL: string;
  43683. /**
  43684. * File name for the controller model.
  43685. */
  43686. static MODEL_FILENAME: string;
  43687. /**
  43688. * Creates a new ViveController from a gamepad
  43689. * @param vrGamepad the gamepad that the controller should be created from
  43690. */
  43691. constructor(vrGamepad: any);
  43692. /**
  43693. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43694. * @param scene scene in which to add meshes
  43695. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43696. */
  43697. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43698. /**
  43699. * Fired when the left button on this controller is modified
  43700. */
  43701. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43702. /**
  43703. * Fired when the right button on this controller is modified
  43704. */
  43705. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43706. /**
  43707. * Fired when the menu button on this controller is modified
  43708. */
  43709. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43710. /**
  43711. * Called once for each button that changed state since the last frame
  43712. * Vive mapping:
  43713. * 0: touchpad
  43714. * 1: trigger
  43715. * 2: left AND right buttons
  43716. * 3: menu button
  43717. * @param buttonIdx Which button index changed
  43718. * @param state New state of the button
  43719. * @param changes Which properties on the state changed since last frame
  43720. */
  43721. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43722. }
  43723. }
  43724. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43725. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43726. /**
  43727. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43728. */
  43729. export class WebXRControllerModelLoader {
  43730. /**
  43731. * Creates the WebXRControllerModelLoader
  43732. * @param input xr input that creates the controllers
  43733. */
  43734. constructor(input: WebXRInput);
  43735. }
  43736. }
  43737. declare module "babylonjs/Cameras/XR/index" {
  43738. export * from "babylonjs/Cameras/XR/webXRCamera";
  43739. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43740. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43741. export * from "babylonjs/Cameras/XR/webXRInput";
  43742. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43743. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43744. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43745. export * from "babylonjs/Cameras/XR/webXRController";
  43746. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43747. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43748. }
  43749. declare module "babylonjs/Cameras/RigModes/index" {
  43750. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43751. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43752. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43753. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43754. }
  43755. declare module "babylonjs/Cameras/index" {
  43756. export * from "babylonjs/Cameras/Inputs/index";
  43757. export * from "babylonjs/Cameras/cameraInputsManager";
  43758. export * from "babylonjs/Cameras/camera";
  43759. export * from "babylonjs/Cameras/targetCamera";
  43760. export * from "babylonjs/Cameras/freeCamera";
  43761. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43762. export * from "babylonjs/Cameras/touchCamera";
  43763. export * from "babylonjs/Cameras/arcRotateCamera";
  43764. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43765. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43766. export * from "babylonjs/Cameras/flyCamera";
  43767. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43768. export * from "babylonjs/Cameras/followCamera";
  43769. export * from "babylonjs/Cameras/followCameraInputsManager";
  43770. export * from "babylonjs/Cameras/gamepadCamera";
  43771. export * from "babylonjs/Cameras/Stereoscopic/index";
  43772. export * from "babylonjs/Cameras/universalCamera";
  43773. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43774. export * from "babylonjs/Cameras/VR/index";
  43775. export * from "babylonjs/Cameras/XR/index";
  43776. export * from "babylonjs/Cameras/RigModes/index";
  43777. }
  43778. declare module "babylonjs/Collisions/index" {
  43779. export * from "babylonjs/Collisions/collider";
  43780. export * from "babylonjs/Collisions/collisionCoordinator";
  43781. export * from "babylonjs/Collisions/pickingInfo";
  43782. export * from "babylonjs/Collisions/intersectionInfo";
  43783. export * from "babylonjs/Collisions/meshCollisionData";
  43784. }
  43785. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43786. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43787. import { Vector3 } from "babylonjs/Maths/math.vector";
  43788. import { Ray } from "babylonjs/Culling/ray";
  43789. import { Plane } from "babylonjs/Maths/math.plane";
  43790. /**
  43791. * Contains an array of blocks representing the octree
  43792. */
  43793. export interface IOctreeContainer<T> {
  43794. /**
  43795. * Blocks within the octree
  43796. */
  43797. blocks: Array<OctreeBlock<T>>;
  43798. }
  43799. /**
  43800. * Class used to store a cell in an octree
  43801. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43802. */
  43803. export class OctreeBlock<T> {
  43804. /**
  43805. * Gets the content of the current block
  43806. */
  43807. entries: T[];
  43808. /**
  43809. * Gets the list of block children
  43810. */
  43811. blocks: Array<OctreeBlock<T>>;
  43812. private _depth;
  43813. private _maxDepth;
  43814. private _capacity;
  43815. private _minPoint;
  43816. private _maxPoint;
  43817. private _boundingVectors;
  43818. private _creationFunc;
  43819. /**
  43820. * Creates a new block
  43821. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43822. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43823. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43824. * @param depth defines the current depth of this block in the octree
  43825. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43826. * @param creationFunc defines a callback to call when an element is added to the block
  43827. */
  43828. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43829. /**
  43830. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43831. */
  43832. readonly capacity: number;
  43833. /**
  43834. * Gets the minimum vector (in world space) of the block's bounding box
  43835. */
  43836. readonly minPoint: Vector3;
  43837. /**
  43838. * Gets the maximum vector (in world space) of the block's bounding box
  43839. */
  43840. readonly maxPoint: Vector3;
  43841. /**
  43842. * Add a new element to this block
  43843. * @param entry defines the element to add
  43844. */
  43845. addEntry(entry: T): void;
  43846. /**
  43847. * Remove an element from this block
  43848. * @param entry defines the element to remove
  43849. */
  43850. removeEntry(entry: T): void;
  43851. /**
  43852. * Add an array of elements to this block
  43853. * @param entries defines the array of elements to add
  43854. */
  43855. addEntries(entries: T[]): void;
  43856. /**
  43857. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43858. * @param frustumPlanes defines the frustum planes to test
  43859. * @param selection defines the array to store current content if selection is positive
  43860. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43861. */
  43862. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43863. /**
  43864. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43865. * @param sphereCenter defines the bounding sphere center
  43866. * @param sphereRadius defines the bounding sphere radius
  43867. * @param selection defines the array to store current content if selection is positive
  43868. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43869. */
  43870. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43871. /**
  43872. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43873. * @param ray defines the ray to test with
  43874. * @param selection defines the array to store current content if selection is positive
  43875. */
  43876. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43877. /**
  43878. * Subdivide the content into child blocks (this block will then be empty)
  43879. */
  43880. createInnerBlocks(): void;
  43881. /**
  43882. * @hidden
  43883. */
  43884. 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;
  43885. }
  43886. }
  43887. declare module "babylonjs/Culling/Octrees/octree" {
  43888. import { SmartArray } from "babylonjs/Misc/smartArray";
  43889. import { Vector3 } from "babylonjs/Maths/math.vector";
  43890. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43891. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43892. import { Ray } from "babylonjs/Culling/ray";
  43893. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43894. import { Plane } from "babylonjs/Maths/math.plane";
  43895. /**
  43896. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43897. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43898. */
  43899. export class Octree<T> {
  43900. /** 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.) */
  43901. maxDepth: number;
  43902. /**
  43903. * Blocks within the octree containing objects
  43904. */
  43905. blocks: Array<OctreeBlock<T>>;
  43906. /**
  43907. * Content stored in the octree
  43908. */
  43909. dynamicContent: T[];
  43910. private _maxBlockCapacity;
  43911. private _selectionContent;
  43912. private _creationFunc;
  43913. /**
  43914. * Creates a octree
  43915. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43916. * @param creationFunc function to be used to instatiate the octree
  43917. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43918. * @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.)
  43919. */
  43920. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43921. /** 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.) */
  43922. maxDepth?: number);
  43923. /**
  43924. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43925. * @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);
  43926. * @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);
  43927. * @param entries meshes to be added to the octree blocks
  43928. */
  43929. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43930. /**
  43931. * Adds a mesh to the octree
  43932. * @param entry Mesh to add to the octree
  43933. */
  43934. addMesh(entry: T): void;
  43935. /**
  43936. * Remove an element from the octree
  43937. * @param entry defines the element to remove
  43938. */
  43939. removeMesh(entry: T): void;
  43940. /**
  43941. * Selects an array of meshes within the frustum
  43942. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43943. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43944. * @returns array of meshes within the frustum
  43945. */
  43946. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43947. /**
  43948. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43949. * @param sphereCenter defines the bounding sphere center
  43950. * @param sphereRadius defines the bounding sphere radius
  43951. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43952. * @returns an array of objects that intersect the sphere
  43953. */
  43954. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43955. /**
  43956. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43957. * @param ray defines the ray to test with
  43958. * @returns array of intersected objects
  43959. */
  43960. intersectsRay(ray: Ray): SmartArray<T>;
  43961. /**
  43962. * Adds a mesh into the octree block if it intersects the block
  43963. */
  43964. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43965. /**
  43966. * Adds a submesh into the octree block if it intersects the block
  43967. */
  43968. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43969. }
  43970. }
  43971. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43972. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43973. import { Scene } from "babylonjs/scene";
  43974. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43975. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43976. import { Ray } from "babylonjs/Culling/ray";
  43977. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43978. import { Collider } from "babylonjs/Collisions/collider";
  43979. module "babylonjs/scene" {
  43980. interface Scene {
  43981. /**
  43982. * @hidden
  43983. * Backing Filed
  43984. */
  43985. _selectionOctree: Octree<AbstractMesh>;
  43986. /**
  43987. * Gets the octree used to boost mesh selection (picking)
  43988. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43989. */
  43990. selectionOctree: Octree<AbstractMesh>;
  43991. /**
  43992. * Creates or updates the octree used to boost selection (picking)
  43993. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43994. * @param maxCapacity defines the maximum capacity per leaf
  43995. * @param maxDepth defines the maximum depth of the octree
  43996. * @returns an octree of AbstractMesh
  43997. */
  43998. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43999. }
  44000. }
  44001. module "babylonjs/Meshes/abstractMesh" {
  44002. interface AbstractMesh {
  44003. /**
  44004. * @hidden
  44005. * Backing Field
  44006. */
  44007. _submeshesOctree: Octree<SubMesh>;
  44008. /**
  44009. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44010. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44011. * @param maxCapacity defines the maximum size of each block (64 by default)
  44012. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44013. * @returns the new octree
  44014. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44015. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44016. */
  44017. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44018. }
  44019. }
  44020. /**
  44021. * Defines the octree scene component responsible to manage any octrees
  44022. * in a given scene.
  44023. */
  44024. export class OctreeSceneComponent {
  44025. /**
  44026. * The component name help to identify the component in the list of scene components.
  44027. */
  44028. readonly name: string;
  44029. /**
  44030. * The scene the component belongs to.
  44031. */
  44032. scene: Scene;
  44033. /**
  44034. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44035. */
  44036. readonly checksIsEnabled: boolean;
  44037. /**
  44038. * Creates a new instance of the component for the given scene
  44039. * @param scene Defines the scene to register the component in
  44040. */
  44041. constructor(scene: Scene);
  44042. /**
  44043. * Registers the component in a given scene
  44044. */
  44045. register(): void;
  44046. /**
  44047. * Return the list of active meshes
  44048. * @returns the list of active meshes
  44049. */
  44050. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44051. /**
  44052. * Return the list of active sub meshes
  44053. * @param mesh The mesh to get the candidates sub meshes from
  44054. * @returns the list of active sub meshes
  44055. */
  44056. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44057. private _tempRay;
  44058. /**
  44059. * Return the list of sub meshes intersecting with a given local ray
  44060. * @param mesh defines the mesh to find the submesh for
  44061. * @param localRay defines the ray in local space
  44062. * @returns the list of intersecting sub meshes
  44063. */
  44064. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44065. /**
  44066. * Return the list of sub meshes colliding with a collider
  44067. * @param mesh defines the mesh to find the submesh for
  44068. * @param collider defines the collider to evaluate the collision against
  44069. * @returns the list of colliding sub meshes
  44070. */
  44071. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44072. /**
  44073. * Rebuilds the elements related to this component in case of
  44074. * context lost for instance.
  44075. */
  44076. rebuild(): void;
  44077. /**
  44078. * Disposes the component and the associated ressources.
  44079. */
  44080. dispose(): void;
  44081. }
  44082. }
  44083. declare module "babylonjs/Culling/Octrees/index" {
  44084. export * from "babylonjs/Culling/Octrees/octree";
  44085. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44086. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44087. }
  44088. declare module "babylonjs/Culling/index" {
  44089. export * from "babylonjs/Culling/boundingBox";
  44090. export * from "babylonjs/Culling/boundingInfo";
  44091. export * from "babylonjs/Culling/boundingSphere";
  44092. export * from "babylonjs/Culling/Octrees/index";
  44093. export * from "babylonjs/Culling/ray";
  44094. }
  44095. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44096. import { IDisposable, Scene } from "babylonjs/scene";
  44097. import { Nullable } from "babylonjs/types";
  44098. import { Observable } from "babylonjs/Misc/observable";
  44099. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44100. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44101. import { Camera } from "babylonjs/Cameras/camera";
  44102. /**
  44103. * Renders a layer on top of an existing scene
  44104. */
  44105. export class UtilityLayerRenderer implements IDisposable {
  44106. /** the original scene that will be rendered on top of */
  44107. originalScene: Scene;
  44108. private _pointerCaptures;
  44109. private _lastPointerEvents;
  44110. private static _DefaultUtilityLayer;
  44111. private static _DefaultKeepDepthUtilityLayer;
  44112. private _sharedGizmoLight;
  44113. private _renderCamera;
  44114. /**
  44115. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44116. * @returns the camera that is used when rendering the utility layer
  44117. */
  44118. getRenderCamera(): Nullable<Camera>;
  44119. /**
  44120. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44121. * @param cam the camera that should be used when rendering the utility layer
  44122. */
  44123. setRenderCamera(cam: Nullable<Camera>): void;
  44124. /**
  44125. * @hidden
  44126. * Light which used by gizmos to get light shading
  44127. */
  44128. _getSharedGizmoLight(): HemisphericLight;
  44129. /**
  44130. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44131. */
  44132. pickUtilitySceneFirst: boolean;
  44133. /**
  44134. * 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)
  44135. */
  44136. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44137. /**
  44138. * 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)
  44139. */
  44140. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44141. /**
  44142. * The scene that is rendered on top of the original scene
  44143. */
  44144. utilityLayerScene: Scene;
  44145. /**
  44146. * If the utility layer should automatically be rendered on top of existing scene
  44147. */
  44148. shouldRender: boolean;
  44149. /**
  44150. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44151. */
  44152. onlyCheckPointerDownEvents: boolean;
  44153. /**
  44154. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44155. */
  44156. processAllEvents: boolean;
  44157. /**
  44158. * Observable raised when the pointer move from the utility layer scene to the main scene
  44159. */
  44160. onPointerOutObservable: Observable<number>;
  44161. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44162. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44163. private _afterRenderObserver;
  44164. private _sceneDisposeObserver;
  44165. private _originalPointerObserver;
  44166. /**
  44167. * Instantiates a UtilityLayerRenderer
  44168. * @param originalScene the original scene that will be rendered on top of
  44169. * @param handleEvents boolean indicating if the utility layer should handle events
  44170. */
  44171. constructor(
  44172. /** the original scene that will be rendered on top of */
  44173. originalScene: Scene, handleEvents?: boolean);
  44174. private _notifyObservers;
  44175. /**
  44176. * Renders the utility layers scene on top of the original scene
  44177. */
  44178. render(): void;
  44179. /**
  44180. * Disposes of the renderer
  44181. */
  44182. dispose(): void;
  44183. private _updateCamera;
  44184. }
  44185. }
  44186. declare module "babylonjs/Gizmos/gizmo" {
  44187. import { Nullable } from "babylonjs/types";
  44188. import { IDisposable } from "babylonjs/scene";
  44189. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44190. import { Mesh } from "babylonjs/Meshes/mesh";
  44191. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44192. /**
  44193. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44194. */
  44195. export class Gizmo implements IDisposable {
  44196. /** The utility layer the gizmo will be added to */
  44197. gizmoLayer: UtilityLayerRenderer;
  44198. /**
  44199. * The root mesh of the gizmo
  44200. */
  44201. _rootMesh: Mesh;
  44202. private _attachedMesh;
  44203. /**
  44204. * Ratio for the scale of the gizmo (Default: 1)
  44205. */
  44206. scaleRatio: number;
  44207. /**
  44208. * If a custom mesh has been set (Default: false)
  44209. */
  44210. protected _customMeshSet: boolean;
  44211. /**
  44212. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44213. * * When set, interactions will be enabled
  44214. */
  44215. attachedMesh: Nullable<AbstractMesh>;
  44216. /**
  44217. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44218. * @param mesh The mesh to replace the default mesh of the gizmo
  44219. */
  44220. setCustomMesh(mesh: Mesh): void;
  44221. /**
  44222. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44223. */
  44224. updateGizmoRotationToMatchAttachedMesh: boolean;
  44225. /**
  44226. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44227. */
  44228. updateGizmoPositionToMatchAttachedMesh: boolean;
  44229. /**
  44230. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44231. */
  44232. updateScale: boolean;
  44233. protected _interactionsEnabled: boolean;
  44234. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44235. private _beforeRenderObserver;
  44236. private _tempVector;
  44237. /**
  44238. * Creates a gizmo
  44239. * @param gizmoLayer The utility layer the gizmo will be added to
  44240. */
  44241. constructor(
  44242. /** The utility layer the gizmo will be added to */
  44243. gizmoLayer?: UtilityLayerRenderer);
  44244. /**
  44245. * Updates the gizmo to match the attached mesh's position/rotation
  44246. */
  44247. protected _update(): void;
  44248. /**
  44249. * Disposes of the gizmo
  44250. */
  44251. dispose(): void;
  44252. }
  44253. }
  44254. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44255. import { Observable } from "babylonjs/Misc/observable";
  44256. import { Nullable } from "babylonjs/types";
  44257. import { Vector3 } from "babylonjs/Maths/math.vector";
  44258. import { Color3 } from "babylonjs/Maths/math.color";
  44259. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44260. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44261. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44262. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44263. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44264. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44265. import { Scene } from "babylonjs/scene";
  44266. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44267. /**
  44268. * Single plane drag gizmo
  44269. */
  44270. export class PlaneDragGizmo extends Gizmo {
  44271. /**
  44272. * Drag behavior responsible for the gizmos dragging interactions
  44273. */
  44274. dragBehavior: PointerDragBehavior;
  44275. private _pointerObserver;
  44276. /**
  44277. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44278. */
  44279. snapDistance: number;
  44280. /**
  44281. * Event that fires each time the gizmo snaps to a new location.
  44282. * * snapDistance is the the change in distance
  44283. */
  44284. onSnapObservable: Observable<{
  44285. snapDistance: number;
  44286. }>;
  44287. private _plane;
  44288. private _coloredMaterial;
  44289. private _hoverMaterial;
  44290. private _isEnabled;
  44291. private _parent;
  44292. /** @hidden */
  44293. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44294. /** @hidden */
  44295. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44296. /**
  44297. * Creates a PlaneDragGizmo
  44298. * @param gizmoLayer The utility layer the gizmo will be added to
  44299. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44300. * @param color The color of the gizmo
  44301. */
  44302. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44303. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44304. /**
  44305. * If the gizmo is enabled
  44306. */
  44307. isEnabled: boolean;
  44308. /**
  44309. * Disposes of the gizmo
  44310. */
  44311. dispose(): void;
  44312. }
  44313. }
  44314. declare module "babylonjs/Gizmos/positionGizmo" {
  44315. import { Observable } from "babylonjs/Misc/observable";
  44316. import { Nullable } from "babylonjs/types";
  44317. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44318. import { Mesh } from "babylonjs/Meshes/mesh";
  44319. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44320. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44321. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44322. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44323. /**
  44324. * Gizmo that enables dragging a mesh along 3 axis
  44325. */
  44326. export class PositionGizmo extends Gizmo {
  44327. /**
  44328. * Internal gizmo used for interactions on the x axis
  44329. */
  44330. xGizmo: AxisDragGizmo;
  44331. /**
  44332. * Internal gizmo used for interactions on the y axis
  44333. */
  44334. yGizmo: AxisDragGizmo;
  44335. /**
  44336. * Internal gizmo used for interactions on the z axis
  44337. */
  44338. zGizmo: AxisDragGizmo;
  44339. /**
  44340. * Internal gizmo used for interactions on the yz plane
  44341. */
  44342. xPlaneGizmo: PlaneDragGizmo;
  44343. /**
  44344. * Internal gizmo used for interactions on the xz plane
  44345. */
  44346. yPlaneGizmo: PlaneDragGizmo;
  44347. /**
  44348. * Internal gizmo used for interactions on the xy plane
  44349. */
  44350. zPlaneGizmo: PlaneDragGizmo;
  44351. /**
  44352. * private variables
  44353. */
  44354. private _meshAttached;
  44355. private _updateGizmoRotationToMatchAttachedMesh;
  44356. private _snapDistance;
  44357. private _scaleRatio;
  44358. /** Fires an event when any of it's sub gizmos are dragged */
  44359. onDragStartObservable: Observable<unknown>;
  44360. /** Fires an event when any of it's sub gizmos are released from dragging */
  44361. onDragEndObservable: Observable<unknown>;
  44362. /**
  44363. * If set to true, planar drag is enabled
  44364. */
  44365. private _planarGizmoEnabled;
  44366. attachedMesh: Nullable<AbstractMesh>;
  44367. /**
  44368. * Creates a PositionGizmo
  44369. * @param gizmoLayer The utility layer the gizmo will be added to
  44370. */
  44371. constructor(gizmoLayer?: UtilityLayerRenderer);
  44372. /**
  44373. * If the planar drag gizmo is enabled
  44374. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44375. */
  44376. planarGizmoEnabled: boolean;
  44377. updateGizmoRotationToMatchAttachedMesh: boolean;
  44378. /**
  44379. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44380. */
  44381. snapDistance: number;
  44382. /**
  44383. * Ratio for the scale of the gizmo (Default: 1)
  44384. */
  44385. scaleRatio: number;
  44386. /**
  44387. * Disposes of the gizmo
  44388. */
  44389. dispose(): void;
  44390. /**
  44391. * CustomMeshes are not supported by this gizmo
  44392. * @param mesh The mesh to replace the default mesh of the gizmo
  44393. */
  44394. setCustomMesh(mesh: Mesh): void;
  44395. }
  44396. }
  44397. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44398. import { Observable } from "babylonjs/Misc/observable";
  44399. import { Nullable } from "babylonjs/types";
  44400. import { Vector3 } from "babylonjs/Maths/math.vector";
  44401. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44402. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44403. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44404. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44405. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44406. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44407. import { Scene } from "babylonjs/scene";
  44408. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44409. import { Color3 } from "babylonjs/Maths/math.color";
  44410. /**
  44411. * Single axis drag gizmo
  44412. */
  44413. export class AxisDragGizmo extends Gizmo {
  44414. /**
  44415. * Drag behavior responsible for the gizmos dragging interactions
  44416. */
  44417. dragBehavior: PointerDragBehavior;
  44418. private _pointerObserver;
  44419. /**
  44420. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44421. */
  44422. snapDistance: number;
  44423. /**
  44424. * Event that fires each time the gizmo snaps to a new location.
  44425. * * snapDistance is the the change in distance
  44426. */
  44427. onSnapObservable: Observable<{
  44428. snapDistance: number;
  44429. }>;
  44430. private _isEnabled;
  44431. private _parent;
  44432. private _arrow;
  44433. private _coloredMaterial;
  44434. private _hoverMaterial;
  44435. /** @hidden */
  44436. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44437. /** @hidden */
  44438. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44439. /**
  44440. * Creates an AxisDragGizmo
  44441. * @param gizmoLayer The utility layer the gizmo will be added to
  44442. * @param dragAxis The axis which the gizmo will be able to drag on
  44443. * @param color The color of the gizmo
  44444. */
  44445. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44446. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44447. /**
  44448. * If the gizmo is enabled
  44449. */
  44450. isEnabled: boolean;
  44451. /**
  44452. * Disposes of the gizmo
  44453. */
  44454. dispose(): void;
  44455. }
  44456. }
  44457. declare module "babylonjs/Debug/axesViewer" {
  44458. import { Vector3 } from "babylonjs/Maths/math.vector";
  44459. import { Nullable } from "babylonjs/types";
  44460. import { Scene } from "babylonjs/scene";
  44461. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44462. /**
  44463. * The Axes viewer will show 3 axes in a specific point in space
  44464. */
  44465. export class AxesViewer {
  44466. private _xAxis;
  44467. private _yAxis;
  44468. private _zAxis;
  44469. private _scaleLinesFactor;
  44470. private _instanced;
  44471. /**
  44472. * Gets the hosting scene
  44473. */
  44474. scene: Scene;
  44475. /**
  44476. * Gets or sets a number used to scale line length
  44477. */
  44478. scaleLines: number;
  44479. /** Gets the node hierarchy used to render x-axis */
  44480. readonly xAxis: TransformNode;
  44481. /** Gets the node hierarchy used to render y-axis */
  44482. readonly yAxis: TransformNode;
  44483. /** Gets the node hierarchy used to render z-axis */
  44484. readonly zAxis: TransformNode;
  44485. /**
  44486. * Creates a new AxesViewer
  44487. * @param scene defines the hosting scene
  44488. * @param scaleLines defines a number used to scale line length (1 by default)
  44489. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44490. * @param xAxis defines the node hierarchy used to render the x-axis
  44491. * @param yAxis defines the node hierarchy used to render the y-axis
  44492. * @param zAxis defines the node hierarchy used to render the z-axis
  44493. */
  44494. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44495. /**
  44496. * Force the viewer to update
  44497. * @param position defines the position of the viewer
  44498. * @param xaxis defines the x axis of the viewer
  44499. * @param yaxis defines the y axis of the viewer
  44500. * @param zaxis defines the z axis of the viewer
  44501. */
  44502. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44503. /**
  44504. * Creates an instance of this axes viewer.
  44505. * @returns a new axes viewer with instanced meshes
  44506. */
  44507. createInstance(): AxesViewer;
  44508. /** Releases resources */
  44509. dispose(): void;
  44510. private static _SetRenderingGroupId;
  44511. }
  44512. }
  44513. declare module "babylonjs/Debug/boneAxesViewer" {
  44514. import { Nullable } from "babylonjs/types";
  44515. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44516. import { Vector3 } from "babylonjs/Maths/math.vector";
  44517. import { Mesh } from "babylonjs/Meshes/mesh";
  44518. import { Bone } from "babylonjs/Bones/bone";
  44519. import { Scene } from "babylonjs/scene";
  44520. /**
  44521. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44522. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44523. */
  44524. export class BoneAxesViewer extends AxesViewer {
  44525. /**
  44526. * Gets or sets the target mesh where to display the axes viewer
  44527. */
  44528. mesh: Nullable<Mesh>;
  44529. /**
  44530. * Gets or sets the target bone where to display the axes viewer
  44531. */
  44532. bone: Nullable<Bone>;
  44533. /** Gets current position */
  44534. pos: Vector3;
  44535. /** Gets direction of X axis */
  44536. xaxis: Vector3;
  44537. /** Gets direction of Y axis */
  44538. yaxis: Vector3;
  44539. /** Gets direction of Z axis */
  44540. zaxis: Vector3;
  44541. /**
  44542. * Creates a new BoneAxesViewer
  44543. * @param scene defines the hosting scene
  44544. * @param bone defines the target bone
  44545. * @param mesh defines the target mesh
  44546. * @param scaleLines defines a scaling factor for line length (1 by default)
  44547. */
  44548. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44549. /**
  44550. * Force the viewer to update
  44551. */
  44552. update(): void;
  44553. /** Releases resources */
  44554. dispose(): void;
  44555. }
  44556. }
  44557. declare module "babylonjs/Debug/debugLayer" {
  44558. import { Scene } from "babylonjs/scene";
  44559. /**
  44560. * Interface used to define scene explorer extensibility option
  44561. */
  44562. export interface IExplorerExtensibilityOption {
  44563. /**
  44564. * Define the option label
  44565. */
  44566. label: string;
  44567. /**
  44568. * Defines the action to execute on click
  44569. */
  44570. action: (entity: any) => void;
  44571. }
  44572. /**
  44573. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44574. */
  44575. export interface IExplorerExtensibilityGroup {
  44576. /**
  44577. * Defines a predicate to test if a given type mut be extended
  44578. */
  44579. predicate: (entity: any) => boolean;
  44580. /**
  44581. * Gets the list of options added to a type
  44582. */
  44583. entries: IExplorerExtensibilityOption[];
  44584. }
  44585. /**
  44586. * Interface used to define the options to use to create the Inspector
  44587. */
  44588. export interface IInspectorOptions {
  44589. /**
  44590. * Display in overlay mode (default: false)
  44591. */
  44592. overlay?: boolean;
  44593. /**
  44594. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44595. */
  44596. globalRoot?: HTMLElement;
  44597. /**
  44598. * Display the Scene explorer
  44599. */
  44600. showExplorer?: boolean;
  44601. /**
  44602. * Display the property inspector
  44603. */
  44604. showInspector?: boolean;
  44605. /**
  44606. * Display in embed mode (both panes on the right)
  44607. */
  44608. embedMode?: boolean;
  44609. /**
  44610. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44611. */
  44612. handleResize?: boolean;
  44613. /**
  44614. * Allow the panes to popup (default: true)
  44615. */
  44616. enablePopup?: boolean;
  44617. /**
  44618. * Allow the panes to be closed by users (default: true)
  44619. */
  44620. enableClose?: boolean;
  44621. /**
  44622. * Optional list of extensibility entries
  44623. */
  44624. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44625. /**
  44626. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44627. */
  44628. inspectorURL?: string;
  44629. }
  44630. module "babylonjs/scene" {
  44631. interface Scene {
  44632. /**
  44633. * @hidden
  44634. * Backing field
  44635. */
  44636. _debugLayer: DebugLayer;
  44637. /**
  44638. * Gets the debug layer (aka Inspector) associated with the scene
  44639. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44640. */
  44641. debugLayer: DebugLayer;
  44642. }
  44643. }
  44644. /**
  44645. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44646. * what is happening in your scene
  44647. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44648. */
  44649. export class DebugLayer {
  44650. /**
  44651. * Define the url to get the inspector script from.
  44652. * By default it uses the babylonjs CDN.
  44653. * @ignoreNaming
  44654. */
  44655. static InspectorURL: string;
  44656. private _scene;
  44657. private BJSINSPECTOR;
  44658. private _onPropertyChangedObservable?;
  44659. /**
  44660. * Observable triggered when a property is changed through the inspector.
  44661. */
  44662. readonly onPropertyChangedObservable: any;
  44663. /**
  44664. * Instantiates a new debug layer.
  44665. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44666. * what is happening in your scene
  44667. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44668. * @param scene Defines the scene to inspect
  44669. */
  44670. constructor(scene: Scene);
  44671. /** Creates the inspector window. */
  44672. private _createInspector;
  44673. /**
  44674. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44675. * @param entity defines the entity to select
  44676. * @param lineContainerTitle defines the specific block to highlight
  44677. */
  44678. select(entity: any, lineContainerTitle?: string): void;
  44679. /** Get the inspector from bundle or global */
  44680. private _getGlobalInspector;
  44681. /**
  44682. * Get if the inspector is visible or not.
  44683. * @returns true if visible otherwise, false
  44684. */
  44685. isVisible(): boolean;
  44686. /**
  44687. * Hide the inspector and close its window.
  44688. */
  44689. hide(): void;
  44690. /**
  44691. * Launch the debugLayer.
  44692. * @param config Define the configuration of the inspector
  44693. * @return a promise fulfilled when the debug layer is visible
  44694. */
  44695. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44696. }
  44697. }
  44698. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44699. import { Nullable } from "babylonjs/types";
  44700. import { Scene } from "babylonjs/scene";
  44701. import { Vector4 } from "babylonjs/Maths/math.vector";
  44702. import { Color4 } from "babylonjs/Maths/math.color";
  44703. import { Mesh } from "babylonjs/Meshes/mesh";
  44704. /**
  44705. * Class containing static functions to help procedurally build meshes
  44706. */
  44707. export class BoxBuilder {
  44708. /**
  44709. * Creates a box mesh
  44710. * * The parameter `size` sets the size (float) of each box side (default 1)
  44711. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44712. * * 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)
  44713. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44714. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44715. * * 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
  44716. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44717. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44718. * @param name defines the name of the mesh
  44719. * @param options defines the options used to create the mesh
  44720. * @param scene defines the hosting scene
  44721. * @returns the box mesh
  44722. */
  44723. static CreateBox(name: string, options: {
  44724. size?: number;
  44725. width?: number;
  44726. height?: number;
  44727. depth?: number;
  44728. faceUV?: Vector4[];
  44729. faceColors?: Color4[];
  44730. sideOrientation?: number;
  44731. frontUVs?: Vector4;
  44732. backUVs?: Vector4;
  44733. wrap?: boolean;
  44734. topBaseAt?: number;
  44735. bottomBaseAt?: number;
  44736. updatable?: boolean;
  44737. }, scene?: Nullable<Scene>): Mesh;
  44738. }
  44739. }
  44740. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44741. import { Vector4 } from "babylonjs/Maths/math.vector";
  44742. import { Mesh } from "babylonjs/Meshes/mesh";
  44743. import { Scene } from "babylonjs/scene";
  44744. import { Nullable } from "babylonjs/types";
  44745. /**
  44746. * Class containing static functions to help procedurally build meshes
  44747. */
  44748. export class SphereBuilder {
  44749. /**
  44750. * Creates a sphere mesh
  44751. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44752. * * 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`)
  44753. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44754. * * 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
  44755. * * 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)
  44756. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44757. * * 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
  44758. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44759. * @param name defines the name of the mesh
  44760. * @param options defines the options used to create the mesh
  44761. * @param scene defines the hosting scene
  44762. * @returns the sphere mesh
  44763. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44764. */
  44765. static CreateSphere(name: string, options: {
  44766. segments?: number;
  44767. diameter?: number;
  44768. diameterX?: number;
  44769. diameterY?: number;
  44770. diameterZ?: number;
  44771. arc?: number;
  44772. slice?: number;
  44773. sideOrientation?: number;
  44774. frontUVs?: Vector4;
  44775. backUVs?: Vector4;
  44776. updatable?: boolean;
  44777. }, scene?: Nullable<Scene>): Mesh;
  44778. }
  44779. }
  44780. declare module "babylonjs/Debug/physicsViewer" {
  44781. import { Nullable } from "babylonjs/types";
  44782. import { Scene } from "babylonjs/scene";
  44783. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44784. import { Mesh } from "babylonjs/Meshes/mesh";
  44785. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44786. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44787. /**
  44788. * Used to show the physics impostor around the specific mesh
  44789. */
  44790. export class PhysicsViewer {
  44791. /** @hidden */
  44792. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44793. /** @hidden */
  44794. protected _meshes: Array<Nullable<AbstractMesh>>;
  44795. /** @hidden */
  44796. protected _scene: Nullable<Scene>;
  44797. /** @hidden */
  44798. protected _numMeshes: number;
  44799. /** @hidden */
  44800. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44801. private _renderFunction;
  44802. private _utilityLayer;
  44803. private _debugBoxMesh;
  44804. private _debugSphereMesh;
  44805. private _debugCylinderMesh;
  44806. private _debugMaterial;
  44807. private _debugMeshMeshes;
  44808. /**
  44809. * Creates a new PhysicsViewer
  44810. * @param scene defines the hosting scene
  44811. */
  44812. constructor(scene: Scene);
  44813. /** @hidden */
  44814. protected _updateDebugMeshes(): void;
  44815. /**
  44816. * Renders a specified physic impostor
  44817. * @param impostor defines the impostor to render
  44818. * @param targetMesh defines the mesh represented by the impostor
  44819. * @returns the new debug mesh used to render the impostor
  44820. */
  44821. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44822. /**
  44823. * Hides a specified physic impostor
  44824. * @param impostor defines the impostor to hide
  44825. */
  44826. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44827. private _getDebugMaterial;
  44828. private _getDebugBoxMesh;
  44829. private _getDebugSphereMesh;
  44830. private _getDebugCylinderMesh;
  44831. private _getDebugMeshMesh;
  44832. private _getDebugMesh;
  44833. /** Releases all resources */
  44834. dispose(): void;
  44835. }
  44836. }
  44837. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44838. import { Vector3 } from "babylonjs/Maths/math.vector";
  44839. import { Color4 } from "babylonjs/Maths/math.color";
  44840. import { Nullable } from "babylonjs/types";
  44841. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44842. import { Scene } from "babylonjs/scene";
  44843. /**
  44844. * Class containing static functions to help procedurally build meshes
  44845. */
  44846. export class LinesBuilder {
  44847. /**
  44848. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44849. * * 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
  44850. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44851. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44852. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44853. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44854. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44855. * * 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
  44856. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44857. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44858. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44859. * @param name defines the name of the new line system
  44860. * @param options defines the options used to create the line system
  44861. * @param scene defines the hosting scene
  44862. * @returns a new line system mesh
  44863. */
  44864. static CreateLineSystem(name: string, options: {
  44865. lines: Vector3[][];
  44866. updatable?: boolean;
  44867. instance?: Nullable<LinesMesh>;
  44868. colors?: Nullable<Color4[][]>;
  44869. useVertexAlpha?: boolean;
  44870. }, scene: Nullable<Scene>): LinesMesh;
  44871. /**
  44872. * Creates a line mesh
  44873. * 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
  44874. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44875. * * The parameter `points` is an array successive Vector3
  44876. * * 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
  44877. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44878. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44879. * * When updating an instance, remember that only point positions can change, not the number of points
  44880. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44881. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44882. * @param name defines the name of the new line system
  44883. * @param options defines the options used to create the line system
  44884. * @param scene defines the hosting scene
  44885. * @returns a new line mesh
  44886. */
  44887. static CreateLines(name: string, options: {
  44888. points: Vector3[];
  44889. updatable?: boolean;
  44890. instance?: Nullable<LinesMesh>;
  44891. colors?: Color4[];
  44892. useVertexAlpha?: boolean;
  44893. }, scene?: Nullable<Scene>): LinesMesh;
  44894. /**
  44895. * Creates a dashed line mesh
  44896. * * 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
  44897. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44898. * * The parameter `points` is an array successive Vector3
  44899. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44900. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44901. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44902. * * 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
  44903. * * When updating an instance, remember that only point positions can change, not the number of points
  44904. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44905. * @param name defines the name of the mesh
  44906. * @param options defines the options used to create the mesh
  44907. * @param scene defines the hosting scene
  44908. * @returns the dashed line mesh
  44909. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44910. */
  44911. static CreateDashedLines(name: string, options: {
  44912. points: Vector3[];
  44913. dashSize?: number;
  44914. gapSize?: number;
  44915. dashNb?: number;
  44916. updatable?: boolean;
  44917. instance?: LinesMesh;
  44918. }, scene?: Nullable<Scene>): LinesMesh;
  44919. }
  44920. }
  44921. declare module "babylonjs/Debug/rayHelper" {
  44922. import { Nullable } from "babylonjs/types";
  44923. import { Ray } from "babylonjs/Culling/ray";
  44924. import { Vector3 } from "babylonjs/Maths/math.vector";
  44925. import { Color3 } from "babylonjs/Maths/math.color";
  44926. import { Scene } from "babylonjs/scene";
  44927. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44928. import "babylonjs/Meshes/Builders/linesBuilder";
  44929. /**
  44930. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44931. * in order to better appreciate the issue one might have.
  44932. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44933. */
  44934. export class RayHelper {
  44935. /**
  44936. * Defines the ray we are currently tryin to visualize.
  44937. */
  44938. ray: Nullable<Ray>;
  44939. private _renderPoints;
  44940. private _renderLine;
  44941. private _renderFunction;
  44942. private _scene;
  44943. private _updateToMeshFunction;
  44944. private _attachedToMesh;
  44945. private _meshSpaceDirection;
  44946. private _meshSpaceOrigin;
  44947. /**
  44948. * Helper function to create a colored helper in a scene in one line.
  44949. * @param ray Defines the ray we are currently tryin to visualize
  44950. * @param scene Defines the scene the ray is used in
  44951. * @param color Defines the color we want to see the ray in
  44952. * @returns The newly created ray helper.
  44953. */
  44954. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44955. /**
  44956. * Instantiate a new ray helper.
  44957. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44958. * in order to better appreciate the issue one might have.
  44959. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44960. * @param ray Defines the ray we are currently tryin to visualize
  44961. */
  44962. constructor(ray: Ray);
  44963. /**
  44964. * Shows the ray we are willing to debug.
  44965. * @param scene Defines the scene the ray needs to be rendered in
  44966. * @param color Defines the color the ray needs to be rendered in
  44967. */
  44968. show(scene: Scene, color?: Color3): void;
  44969. /**
  44970. * Hides the ray we are debugging.
  44971. */
  44972. hide(): void;
  44973. private _render;
  44974. /**
  44975. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44976. * @param mesh Defines the mesh we want the helper attached to
  44977. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44978. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44979. * @param length Defines the length of the ray
  44980. */
  44981. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44982. /**
  44983. * Detach the ray helper from the mesh it has previously been attached to.
  44984. */
  44985. detachFromMesh(): void;
  44986. private _updateToMesh;
  44987. /**
  44988. * Dispose the helper and release its associated resources.
  44989. */
  44990. dispose(): void;
  44991. }
  44992. }
  44993. declare module "babylonjs/Debug/skeletonViewer" {
  44994. import { Color3 } from "babylonjs/Maths/math.color";
  44995. import { Scene } from "babylonjs/scene";
  44996. import { Nullable } from "babylonjs/types";
  44997. import { Skeleton } from "babylonjs/Bones/skeleton";
  44998. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44999. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45000. /**
  45001. * Class used to render a debug view of a given skeleton
  45002. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45003. */
  45004. export class SkeletonViewer {
  45005. /** defines the skeleton to render */
  45006. skeleton: Skeleton;
  45007. /** defines the mesh attached to the skeleton */
  45008. mesh: AbstractMesh;
  45009. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45010. autoUpdateBonesMatrices: boolean;
  45011. /** defines the rendering group id to use with the viewer */
  45012. renderingGroupId: number;
  45013. /** Gets or sets the color used to render the skeleton */
  45014. color: Color3;
  45015. private _scene;
  45016. private _debugLines;
  45017. private _debugMesh;
  45018. private _isEnabled;
  45019. private _renderFunction;
  45020. private _utilityLayer;
  45021. /**
  45022. * Returns the mesh used to render the bones
  45023. */
  45024. readonly debugMesh: Nullable<LinesMesh>;
  45025. /**
  45026. * Creates a new SkeletonViewer
  45027. * @param skeleton defines the skeleton to render
  45028. * @param mesh defines the mesh attached to the skeleton
  45029. * @param scene defines the hosting scene
  45030. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  45031. * @param renderingGroupId defines the rendering group id to use with the viewer
  45032. */
  45033. constructor(
  45034. /** defines the skeleton to render */
  45035. skeleton: Skeleton,
  45036. /** defines the mesh attached to the skeleton */
  45037. mesh: AbstractMesh, scene: Scene,
  45038. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45039. autoUpdateBonesMatrices?: boolean,
  45040. /** defines the rendering group id to use with the viewer */
  45041. renderingGroupId?: number);
  45042. /** Gets or sets a boolean indicating if the viewer is enabled */
  45043. isEnabled: boolean;
  45044. private _getBonePosition;
  45045. private _getLinesForBonesWithLength;
  45046. private _getLinesForBonesNoLength;
  45047. /** Update the viewer to sync with current skeleton state */
  45048. update(): void;
  45049. /** Release associated resources */
  45050. dispose(): void;
  45051. }
  45052. }
  45053. declare module "babylonjs/Debug/index" {
  45054. export * from "babylonjs/Debug/axesViewer";
  45055. export * from "babylonjs/Debug/boneAxesViewer";
  45056. export * from "babylonjs/Debug/debugLayer";
  45057. export * from "babylonjs/Debug/physicsViewer";
  45058. export * from "babylonjs/Debug/rayHelper";
  45059. export * from "babylonjs/Debug/skeletonViewer";
  45060. }
  45061. declare module "babylonjs/Engines/nullEngine" {
  45062. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45063. import { Scene } from "babylonjs/scene";
  45064. import { Engine } from "babylonjs/Engines/engine";
  45065. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45066. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45067. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45068. import { Effect } from "babylonjs/Materials/effect";
  45069. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45070. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45071. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45072. /**
  45073. * Options to create the null engine
  45074. */
  45075. export class NullEngineOptions {
  45076. /**
  45077. * Render width (Default: 512)
  45078. */
  45079. renderWidth: number;
  45080. /**
  45081. * Render height (Default: 256)
  45082. */
  45083. renderHeight: number;
  45084. /**
  45085. * Texture size (Default: 512)
  45086. */
  45087. textureSize: number;
  45088. /**
  45089. * If delta time between frames should be constant
  45090. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45091. */
  45092. deterministicLockstep: boolean;
  45093. /**
  45094. * Maximum about of steps between frames (Default: 4)
  45095. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45096. */
  45097. lockstepMaxSteps: number;
  45098. }
  45099. /**
  45100. * The null engine class provides support for headless version of babylon.js.
  45101. * This can be used in server side scenario or for testing purposes
  45102. */
  45103. export class NullEngine extends Engine {
  45104. private _options;
  45105. /**
  45106. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45107. */
  45108. isDeterministicLockStep(): boolean;
  45109. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  45110. getLockstepMaxSteps(): number;
  45111. /**
  45112. * Sets hardware scaling, used to save performance if needed
  45113. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  45114. */
  45115. getHardwareScalingLevel(): number;
  45116. constructor(options?: NullEngineOptions);
  45117. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45118. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45119. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45120. getRenderWidth(useScreen?: boolean): number;
  45121. getRenderHeight(useScreen?: boolean): number;
  45122. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45123. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45124. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45125. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45126. bindSamplers(effect: Effect): void;
  45127. enableEffect(effect: Effect): void;
  45128. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45129. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45130. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45131. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45132. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45133. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45134. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45135. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45136. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45137. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45138. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45139. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45140. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45141. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45142. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45143. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45144. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45145. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45146. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45147. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45148. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45149. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45150. bindBuffers(vertexBuffers: {
  45151. [key: string]: VertexBuffer;
  45152. }, indexBuffer: DataBuffer, effect: Effect): void;
  45153. wipeCaches(bruteForce?: boolean): void;
  45154. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45155. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45156. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45157. /** @hidden */
  45158. _createTexture(): WebGLTexture;
  45159. /** @hidden */
  45160. _releaseTexture(texture: InternalTexture): void;
  45161. 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;
  45162. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45163. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45164. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45165. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45166. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45167. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45168. areAllEffectsReady(): boolean;
  45169. /**
  45170. * @hidden
  45171. * Get the current error code of the webGL context
  45172. * @returns the error code
  45173. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45174. */
  45175. getError(): number;
  45176. /** @hidden */
  45177. _getUnpackAlignement(): number;
  45178. /** @hidden */
  45179. _unpackFlipY(value: boolean): void;
  45180. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45181. /**
  45182. * Updates a dynamic vertex buffer.
  45183. * @param vertexBuffer the vertex buffer to update
  45184. * @param data the data used to update the vertex buffer
  45185. * @param byteOffset the byte offset of the data (optional)
  45186. * @param byteLength the byte length of the data (optional)
  45187. */
  45188. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45189. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45190. /** @hidden */
  45191. _bindTexture(channel: number, texture: InternalTexture): void;
  45192. protected _deleteBuffer(buffer: WebGLBuffer): void;
  45193. releaseEffects(): void;
  45194. displayLoadingUI(): void;
  45195. hideLoadingUI(): void;
  45196. /** @hidden */
  45197. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45198. /** @hidden */
  45199. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45200. /** @hidden */
  45201. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45202. /** @hidden */
  45203. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45204. }
  45205. }
  45206. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45207. import { Nullable, int } from "babylonjs/types";
  45208. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45209. /** @hidden */
  45210. export class _OcclusionDataStorage {
  45211. /** @hidden */
  45212. occlusionInternalRetryCounter: number;
  45213. /** @hidden */
  45214. isOcclusionQueryInProgress: boolean;
  45215. /** @hidden */
  45216. isOccluded: boolean;
  45217. /** @hidden */
  45218. occlusionRetryCount: number;
  45219. /** @hidden */
  45220. occlusionType: number;
  45221. /** @hidden */
  45222. occlusionQueryAlgorithmType: number;
  45223. }
  45224. module "babylonjs/Engines/engine" {
  45225. interface Engine {
  45226. /**
  45227. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45228. * @return the new query
  45229. */
  45230. createQuery(): WebGLQuery;
  45231. /**
  45232. * Delete and release a webGL query
  45233. * @param query defines the query to delete
  45234. * @return the current engine
  45235. */
  45236. deleteQuery(query: WebGLQuery): Engine;
  45237. /**
  45238. * Check if a given query has resolved and got its value
  45239. * @param query defines the query to check
  45240. * @returns true if the query got its value
  45241. */
  45242. isQueryResultAvailable(query: WebGLQuery): boolean;
  45243. /**
  45244. * Gets the value of a given query
  45245. * @param query defines the query to check
  45246. * @returns the value of the query
  45247. */
  45248. getQueryResult(query: WebGLQuery): number;
  45249. /**
  45250. * Initiates an occlusion query
  45251. * @param algorithmType defines the algorithm to use
  45252. * @param query defines the query to use
  45253. * @returns the current engine
  45254. * @see http://doc.babylonjs.com/features/occlusionquery
  45255. */
  45256. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  45257. /**
  45258. * Ends an occlusion query
  45259. * @see http://doc.babylonjs.com/features/occlusionquery
  45260. * @param algorithmType defines the algorithm to use
  45261. * @returns the current engine
  45262. */
  45263. endOcclusionQuery(algorithmType: number): Engine;
  45264. /**
  45265. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  45266. * Please note that only one query can be issued at a time
  45267. * @returns a time token used to track the time span
  45268. */
  45269. startTimeQuery(): Nullable<_TimeToken>;
  45270. /**
  45271. * Ends a time query
  45272. * @param token defines the token used to measure the time span
  45273. * @returns the time spent (in ns)
  45274. */
  45275. endTimeQuery(token: _TimeToken): int;
  45276. /** @hidden */
  45277. _currentNonTimestampToken: Nullable<_TimeToken>;
  45278. /** @hidden */
  45279. _createTimeQuery(): WebGLQuery;
  45280. /** @hidden */
  45281. _deleteTimeQuery(query: WebGLQuery): void;
  45282. /** @hidden */
  45283. _getGlAlgorithmType(algorithmType: number): number;
  45284. /** @hidden */
  45285. _getTimeQueryResult(query: WebGLQuery): any;
  45286. /** @hidden */
  45287. _getTimeQueryAvailability(query: WebGLQuery): any;
  45288. }
  45289. }
  45290. module "babylonjs/Meshes/abstractMesh" {
  45291. interface AbstractMesh {
  45292. /**
  45293. * Backing filed
  45294. * @hidden
  45295. */
  45296. __occlusionDataStorage: _OcclusionDataStorage;
  45297. /**
  45298. * Access property
  45299. * @hidden
  45300. */
  45301. _occlusionDataStorage: _OcclusionDataStorage;
  45302. /**
  45303. * 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.
  45304. * The default value is -1 which means don't break the query and wait till the result
  45305. * @see http://doc.babylonjs.com/features/occlusionquery
  45306. */
  45307. occlusionRetryCount: number;
  45308. /**
  45309. * 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:
  45310. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  45311. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  45312. * * 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.
  45313. * @see http://doc.babylonjs.com/features/occlusionquery
  45314. */
  45315. occlusionType: number;
  45316. /**
  45317. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  45318. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  45319. * * 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.
  45320. * @see http://doc.babylonjs.com/features/occlusionquery
  45321. */
  45322. occlusionQueryAlgorithmType: number;
  45323. /**
  45324. * 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
  45325. * @see http://doc.babylonjs.com/features/occlusionquery
  45326. */
  45327. isOccluded: boolean;
  45328. /**
  45329. * Flag to check the progress status of the query
  45330. * @see http://doc.babylonjs.com/features/occlusionquery
  45331. */
  45332. isOcclusionQueryInProgress: boolean;
  45333. }
  45334. }
  45335. }
  45336. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  45337. import { Nullable } from "babylonjs/types";
  45338. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45339. /** @hidden */
  45340. export var _forceTransformFeedbackToBundle: boolean;
  45341. module "babylonjs/Engines/engine" {
  45342. interface Engine {
  45343. /**
  45344. * Creates a webGL transform feedback object
  45345. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  45346. * @returns the webGL transform feedback object
  45347. */
  45348. createTransformFeedback(): WebGLTransformFeedback;
  45349. /**
  45350. * Delete a webGL transform feedback object
  45351. * @param value defines the webGL transform feedback object to delete
  45352. */
  45353. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  45354. /**
  45355. * Bind a webGL transform feedback object to the webgl context
  45356. * @param value defines the webGL transform feedback object to bind
  45357. */
  45358. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  45359. /**
  45360. * Begins a transform feedback operation
  45361. * @param usePoints defines if points or triangles must be used
  45362. */
  45363. beginTransformFeedback(usePoints: boolean): void;
  45364. /**
  45365. * Ends a transform feedback operation
  45366. */
  45367. endTransformFeedback(): void;
  45368. /**
  45369. * Specify the varyings to use with transform feedback
  45370. * @param program defines the associated webGL program
  45371. * @param value defines the list of strings representing the varying names
  45372. */
  45373. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  45374. /**
  45375. * Bind a webGL buffer for a transform feedback operation
  45376. * @param value defines the webGL buffer to bind
  45377. */
  45378. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  45379. }
  45380. }
  45381. }
  45382. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  45383. import { Scene } from "babylonjs/scene";
  45384. import { Engine } from "babylonjs/Engines/engine";
  45385. import { Texture } from "babylonjs/Materials/Textures/texture";
  45386. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  45387. import "babylonjs/Engines/Extensions/engine.multiRender";
  45388. /**
  45389. * Creation options of the multi render target texture.
  45390. */
  45391. export interface IMultiRenderTargetOptions {
  45392. /**
  45393. * Define if the texture needs to create mip maps after render.
  45394. */
  45395. generateMipMaps?: boolean;
  45396. /**
  45397. * Define the types of all the draw buffers we want to create
  45398. */
  45399. types?: number[];
  45400. /**
  45401. * Define the sampling modes of all the draw buffers we want to create
  45402. */
  45403. samplingModes?: number[];
  45404. /**
  45405. * Define if a depth buffer is required
  45406. */
  45407. generateDepthBuffer?: boolean;
  45408. /**
  45409. * Define if a stencil buffer is required
  45410. */
  45411. generateStencilBuffer?: boolean;
  45412. /**
  45413. * Define if a depth texture is required instead of a depth buffer
  45414. */
  45415. generateDepthTexture?: boolean;
  45416. /**
  45417. * Define the number of desired draw buffers
  45418. */
  45419. textureCount?: number;
  45420. /**
  45421. * Define if aspect ratio should be adapted to the texture or stay the scene one
  45422. */
  45423. doNotChangeAspectRatio?: boolean;
  45424. /**
  45425. * Define the default type of the buffers we are creating
  45426. */
  45427. defaultType?: number;
  45428. }
  45429. /**
  45430. * A multi render target, like a render target provides the ability to render to a texture.
  45431. * Unlike the render target, it can render to several draw buffers in one draw.
  45432. * This is specially interesting in deferred rendering or for any effects requiring more than
  45433. * just one color from a single pass.
  45434. */
  45435. export class MultiRenderTarget extends RenderTargetTexture {
  45436. private _internalTextures;
  45437. private _textures;
  45438. private _multiRenderTargetOptions;
  45439. /**
  45440. * Get if draw buffers are currently supported by the used hardware and browser.
  45441. */
  45442. readonly isSupported: boolean;
  45443. /**
  45444. * Get the list of textures generated by the multi render target.
  45445. */
  45446. readonly textures: Texture[];
  45447. /**
  45448. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45449. */
  45450. readonly depthTexture: Texture;
  45451. /**
  45452. * Set the wrapping mode on U of all the textures we are rendering to.
  45453. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45454. */
  45455. wrapU: number;
  45456. /**
  45457. * Set the wrapping mode on V of all the textures we are rendering to.
  45458. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45459. */
  45460. wrapV: number;
  45461. /**
  45462. * Instantiate a new multi render target texture.
  45463. * A multi render target, like a render target provides the ability to render to a texture.
  45464. * Unlike the render target, it can render to several draw buffers in one draw.
  45465. * This is specially interesting in deferred rendering or for any effects requiring more than
  45466. * just one color from a single pass.
  45467. * @param name Define the name of the texture
  45468. * @param size Define the size of the buffers to render to
  45469. * @param count Define the number of target we are rendering into
  45470. * @param scene Define the scene the texture belongs to
  45471. * @param options Define the options used to create the multi render target
  45472. */
  45473. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45474. /** @hidden */
  45475. _rebuild(): void;
  45476. private _createInternalTextures;
  45477. private _createTextures;
  45478. /**
  45479. * Define the number of samples used if MSAA is enabled.
  45480. */
  45481. samples: number;
  45482. /**
  45483. * Resize all the textures in the multi render target.
  45484. * Be carrefull as it will recreate all the data in the new texture.
  45485. * @param size Define the new size
  45486. */
  45487. resize(size: any): void;
  45488. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45489. /**
  45490. * Dispose the render targets and their associated resources
  45491. */
  45492. dispose(): void;
  45493. /**
  45494. * Release all the underlying texture used as draw buffers.
  45495. */
  45496. releaseInternalTextures(): void;
  45497. }
  45498. }
  45499. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45500. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45501. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45502. import { Nullable } from "babylonjs/types";
  45503. module "babylonjs/Engines/engine" {
  45504. interface Engine {
  45505. /**
  45506. * Unbind a list of render target textures from the webGL context
  45507. * This is used only when drawBuffer extension or webGL2 are active
  45508. * @param textures defines the render target textures to unbind
  45509. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45510. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45511. */
  45512. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45513. /**
  45514. * Create a multi render target texture
  45515. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45516. * @param size defines the size of the texture
  45517. * @param options defines the creation options
  45518. * @returns the cube texture as an InternalTexture
  45519. */
  45520. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45521. /**
  45522. * Update the sample count for a given multiple render target texture
  45523. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45524. * @param textures defines the textures to update
  45525. * @param samples defines the sample count to set
  45526. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45527. */
  45528. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45529. }
  45530. }
  45531. }
  45532. declare module "babylonjs/Engines/Extensions/index" {
  45533. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45534. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45535. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45536. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45537. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45538. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45539. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45540. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45541. }
  45542. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  45543. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  45544. /** @hidden */
  45545. export var rgbdEncodePixelShader: {
  45546. name: string;
  45547. shader: string;
  45548. };
  45549. }
  45550. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  45551. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  45552. /** @hidden */
  45553. export var rgbdDecodePixelShader: {
  45554. name: string;
  45555. shader: string;
  45556. };
  45557. }
  45558. declare module "babylonjs/Misc/environmentTextureTools" {
  45559. import { Nullable } from "babylonjs/types";
  45560. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  45561. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45562. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  45563. import "babylonjs/Engines/Extensions/engine.renderTarget";
  45564. import "babylonjs/Shaders/rgbdEncode.fragment";
  45565. import "babylonjs/Shaders/rgbdDecode.fragment";
  45566. /**
  45567. * Raw texture data and descriptor sufficient for WebGL texture upload
  45568. */
  45569. export interface EnvironmentTextureInfo {
  45570. /**
  45571. * Version of the environment map
  45572. */
  45573. version: number;
  45574. /**
  45575. * Width of image
  45576. */
  45577. width: number;
  45578. /**
  45579. * Irradiance information stored in the file.
  45580. */
  45581. irradiance: any;
  45582. /**
  45583. * Specular information stored in the file.
  45584. */
  45585. specular: any;
  45586. }
  45587. /**
  45588. * Defines One Image in the file. It requires only the position in the file
  45589. * as well as the length.
  45590. */
  45591. interface BufferImageData {
  45592. /**
  45593. * Length of the image data.
  45594. */
  45595. length: number;
  45596. /**
  45597. * Position of the data from the null terminator delimiting the end of the JSON.
  45598. */
  45599. position: number;
  45600. }
  45601. /**
  45602. * Defines the specular data enclosed in the file.
  45603. * This corresponds to the version 1 of the data.
  45604. */
  45605. export interface EnvironmentTextureSpecularInfoV1 {
  45606. /**
  45607. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  45608. */
  45609. specularDataPosition?: number;
  45610. /**
  45611. * This contains all the images data needed to reconstruct the cubemap.
  45612. */
  45613. mipmaps: Array<BufferImageData>;
  45614. /**
  45615. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  45616. */
  45617. lodGenerationScale: number;
  45618. }
  45619. /**
  45620. * Sets of helpers addressing the serialization and deserialization of environment texture
  45621. * stored in a BabylonJS env file.
  45622. * Those files are usually stored as .env files.
  45623. */
  45624. export class EnvironmentTextureTools {
  45625. /**
  45626. * Magic number identifying the env file.
  45627. */
  45628. private static _MagicBytes;
  45629. /**
  45630. * Gets the environment info from an env file.
  45631. * @param data The array buffer containing the .env bytes.
  45632. * @returns the environment file info (the json header) if successfully parsed.
  45633. */
  45634. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  45635. /**
  45636. * Creates an environment texture from a loaded cube texture.
  45637. * @param texture defines the cube texture to convert in env file
  45638. * @return a promise containing the environment data if succesfull.
  45639. */
  45640. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  45641. /**
  45642. * Creates a JSON representation of the spherical data.
  45643. * @param texture defines the texture containing the polynomials
  45644. * @return the JSON representation of the spherical info
  45645. */
  45646. private static _CreateEnvTextureIrradiance;
  45647. /**
  45648. * Creates the ArrayBufferViews used for initializing environment texture image data.
  45649. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  45650. * @param info parameters that determine what views will be created for accessing the underlying buffer
  45651. * @return the views described by info providing access to the underlying buffer
  45652. */
  45653. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  45654. /**
  45655. * Uploads the texture info contained in the env file to the GPU.
  45656. * @param texture defines the internal texture to upload to
  45657. * @param arrayBuffer defines the buffer cotaining the data to load
  45658. * @param info defines the texture info retrieved through the GetEnvInfo method
  45659. * @returns a promise
  45660. */
  45661. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  45662. /**
  45663. * Uploads the levels of image data to the GPU.
  45664. * @param texture defines the internal texture to upload to
  45665. * @param imageData defines the array buffer views of image data [mipmap][face]
  45666. * @returns a promise
  45667. */
  45668. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  45669. /**
  45670. * Uploads spherical polynomials information to the texture.
  45671. * @param texture defines the texture we are trying to upload the information to
  45672. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  45673. */
  45674. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  45675. /** @hidden */
  45676. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  45677. }
  45678. }
  45679. declare module "babylonjs/Maths/math.vertexFormat" {
  45680. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  45681. /**
  45682. * Contains position and normal vectors for a vertex
  45683. */
  45684. export class PositionNormalVertex {
  45685. /** the position of the vertex (defaut: 0,0,0) */
  45686. position: Vector3;
  45687. /** the normal of the vertex (defaut: 0,1,0) */
  45688. normal: Vector3;
  45689. /**
  45690. * Creates a PositionNormalVertex
  45691. * @param position the position of the vertex (defaut: 0,0,0)
  45692. * @param normal the normal of the vertex (defaut: 0,1,0)
  45693. */
  45694. constructor(
  45695. /** the position of the vertex (defaut: 0,0,0) */
  45696. position?: Vector3,
  45697. /** the normal of the vertex (defaut: 0,1,0) */
  45698. normal?: Vector3);
  45699. /**
  45700. * Clones the PositionNormalVertex
  45701. * @returns the cloned PositionNormalVertex
  45702. */
  45703. clone(): PositionNormalVertex;
  45704. }
  45705. /**
  45706. * Contains position, normal and uv vectors for a vertex
  45707. */
  45708. export class PositionNormalTextureVertex {
  45709. /** the position of the vertex (defaut: 0,0,0) */
  45710. position: Vector3;
  45711. /** the normal of the vertex (defaut: 0,1,0) */
  45712. normal: Vector3;
  45713. /** the uv of the vertex (default: 0,0) */
  45714. uv: Vector2;
  45715. /**
  45716. * Creates a PositionNormalTextureVertex
  45717. * @param position the position of the vertex (defaut: 0,0,0)
  45718. * @param normal the normal of the vertex (defaut: 0,1,0)
  45719. * @param uv the uv of the vertex (default: 0,0)
  45720. */
  45721. constructor(
  45722. /** the position of the vertex (defaut: 0,0,0) */
  45723. position?: Vector3,
  45724. /** the normal of the vertex (defaut: 0,1,0) */
  45725. normal?: Vector3,
  45726. /** the uv of the vertex (default: 0,0) */
  45727. uv?: Vector2);
  45728. /**
  45729. * Clones the PositionNormalTextureVertex
  45730. * @returns the cloned PositionNormalTextureVertex
  45731. */
  45732. clone(): PositionNormalTextureVertex;
  45733. }
  45734. }
  45735. declare module "babylonjs/Maths/math" {
  45736. export * from "babylonjs/Maths/math.axis";
  45737. export * from "babylonjs/Maths/math.color";
  45738. export * from "babylonjs/Maths/math.constants";
  45739. export * from "babylonjs/Maths/math.frustum";
  45740. export * from "babylonjs/Maths/math.path";
  45741. export * from "babylonjs/Maths/math.plane";
  45742. export * from "babylonjs/Maths/math.size";
  45743. export * from "babylonjs/Maths/math.vector";
  45744. export * from "babylonjs/Maths/math.vertexFormat";
  45745. export * from "babylonjs/Maths/math.viewport";
  45746. }
  45747. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  45748. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45749. /** @hidden */
  45750. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  45751. private _genericAttributeLocation;
  45752. private _varyingLocationCount;
  45753. private _varyingLocationMap;
  45754. private _replacements;
  45755. private _textureCount;
  45756. private _uniforms;
  45757. lineProcessor(line: string): string;
  45758. attributeProcessor(attribute: string): string;
  45759. varyingProcessor(varying: string, isFragment: boolean): string;
  45760. uniformProcessor(uniform: string): string;
  45761. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  45762. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  45763. }
  45764. }
  45765. declare module "babylonjs/Engines/nativeEngine" {
  45766. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  45767. import { Engine } from "babylonjs/Engines/engine";
  45768. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45769. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45770. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  45771. import { Effect } from "babylonjs/Materials/effect";
  45772. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45773. import { Color4, Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  45774. import { Scene } from "babylonjs/scene";
  45775. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45776. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45777. /**
  45778. * Container for accessors for natively-stored mesh data buffers.
  45779. */
  45780. class NativeDataBuffer extends DataBuffer {
  45781. /**
  45782. * Accessor value used to identify/retrieve a natively-stored index buffer.
  45783. */
  45784. nativeIndexBuffer?: any;
  45785. /**
  45786. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  45787. */
  45788. nativeVertexBuffer?: any;
  45789. }
  45790. /** @hidden */
  45791. export class NativeEngine extends Engine {
  45792. private readonly _native;
  45793. getHardwareScalingLevel(): number;
  45794. constructor();
  45795. /**
  45796. * Can be used to override the current requestAnimationFrame requester.
  45797. * @hidden
  45798. */
  45799. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  45800. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45801. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  45802. createVertexBuffer(data: DataArray): NativeDataBuffer;
  45803. recordVertexArrayObject(vertexBuffers: {
  45804. [key: string]: VertexBuffer;
  45805. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  45806. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  45807. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  45808. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45809. /**
  45810. * Draw a list of indexed primitives
  45811. * @param fillMode defines the primitive to use
  45812. * @param indexStart defines the starting index
  45813. * @param indexCount defines the number of index to draw
  45814. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45815. */
  45816. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45817. /**
  45818. * Draw a list of unindexed primitives
  45819. * @param fillMode defines the primitive to use
  45820. * @param verticesStart defines the index of first vertex to draw
  45821. * @param verticesCount defines the count of vertices to draw
  45822. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45823. */
  45824. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45825. createPipelineContext(): IPipelineContext;
  45826. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  45827. /** @hidden */
  45828. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  45829. /** @hidden */
  45830. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  45831. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  45832. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  45833. protected _setProgram(program: WebGLProgram): void;
  45834. _releaseEffect(effect: Effect): void;
  45835. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  45836. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  45837. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  45838. bindSamplers(effect: Effect): void;
  45839. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  45840. getRenderWidth(useScreen?: boolean): number;
  45841. getRenderHeight(useScreen?: boolean): number;
  45842. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  45843. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45844. /**
  45845. * Set the z offset to apply to current rendering
  45846. * @param value defines the offset to apply
  45847. */
  45848. setZOffset(value: number): void;
  45849. /**
  45850. * Gets the current value of the zOffset
  45851. * @returns the current zOffset state
  45852. */
  45853. getZOffset(): number;
  45854. /**
  45855. * Enable or disable depth buffering
  45856. * @param enable defines the state to set
  45857. */
  45858. setDepthBuffer(enable: boolean): void;
  45859. /**
  45860. * Gets a boolean indicating if depth writing is enabled
  45861. * @returns the current depth writing state
  45862. */
  45863. getDepthWrite(): boolean;
  45864. /**
  45865. * Enable or disable depth writing
  45866. * @param enable defines the state to set
  45867. */
  45868. setDepthWrite(enable: boolean): void;
  45869. /**
  45870. * Enable or disable color writing
  45871. * @param enable defines the state to set
  45872. */
  45873. setColorWrite(enable: boolean): void;
  45874. /**
  45875. * Gets a boolean indicating if color writing is enabled
  45876. * @returns the current color writing state
  45877. */
  45878. getColorWrite(): boolean;
  45879. /**
  45880. * Sets alpha constants used by some alpha blending modes
  45881. * @param r defines the red component
  45882. * @param g defines the green component
  45883. * @param b defines the blue component
  45884. * @param a defines the alpha component
  45885. */
  45886. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  45887. /**
  45888. * Sets the current alpha mode
  45889. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  45890. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  45891. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45892. */
  45893. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45894. /**
  45895. * Gets the current alpha mode
  45896. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45897. * @returns the current alpha mode
  45898. */
  45899. getAlphaMode(): number;
  45900. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45901. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45902. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45903. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45904. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45905. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45906. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45907. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45908. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45909. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45910. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45911. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45912. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45913. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45914. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45915. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45916. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45917. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45918. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45919. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45920. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  45921. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  45922. wipeCaches(bruteForce?: boolean): void;
  45923. _createTexture(): WebGLTexture;
  45924. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  45925. /**
  45926. * Usually called from BABYLON.Texture.ts.
  45927. * Passed information to create a WebGLTexture
  45928. * @param urlArg defines a value which contains one of the following:
  45929. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  45930. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  45931. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  45932. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  45933. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  45934. * @param scene needed for loading to the correct scene
  45935. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  45936. * @param onLoad optional callback to be called upon successful completion
  45937. * @param onError optional callback to be called upon failure
  45938. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  45939. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  45940. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  45941. * @param forcedExtension defines the extension to use to pick the right loader
  45942. * @returns a InternalTexture for assignment back into BABYLON.Texture
  45943. */
  45944. 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;
  45945. /**
  45946. * Creates a cube texture
  45947. * @param rootUrl defines the url where the files to load is located
  45948. * @param scene defines the current scene
  45949. * @param files defines the list of files to load (1 per face)
  45950. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  45951. * @param onLoad defines an optional callback raised when the texture is loaded
  45952. * @param onError defines an optional callback raised if there is an issue to load the texture
  45953. * @param format defines the format of the data
  45954. * @param forcedExtension defines the extension to use to pick the right loader
  45955. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  45956. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  45957. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  45958. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  45959. * @returns the cube texture as an InternalTexture
  45960. */
  45961. 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;
  45962. private _getSamplingFilter;
  45963. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45964. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45965. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45966. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45967. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  45968. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  45969. /**
  45970. * Updates a dynamic vertex buffer.
  45971. * @param vertexBuffer the vertex buffer to update
  45972. * @param data the data used to update the vertex buffer
  45973. * @param byteOffset the byte offset of the data (optional)
  45974. * @param byteLength the byte length of the data (optional)
  45975. */
  45976. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  45977. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  45978. private _updateAnisotropicLevel;
  45979. private _getAddressMode;
  45980. /** @hidden */
  45981. _bindTexture(channel: number, texture: InternalTexture): void;
  45982. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  45983. releaseEffects(): void;
  45984. /** @hidden */
  45985. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45986. /** @hidden */
  45987. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45988. /** @hidden */
  45989. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45990. /** @hidden */
  45991. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45992. }
  45993. }
  45994. declare module "babylonjs/Engines/index" {
  45995. export * from "babylonjs/Engines/constants";
  45996. export * from "babylonjs/Engines/engine";
  45997. export * from "babylonjs/Engines/engineStore";
  45998. export * from "babylonjs/Engines/nullEngine";
  45999. export * from "babylonjs/Engines/Extensions/index";
  46000. export * from "babylonjs/Engines/IPipelineContext";
  46001. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  46002. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46003. export * from "babylonjs/Engines/nativeEngine";
  46004. }
  46005. declare module "babylonjs/Events/clipboardEvents" {
  46006. /**
  46007. * Gather the list of clipboard event types as constants.
  46008. */
  46009. export class ClipboardEventTypes {
  46010. /**
  46011. * The clipboard event is fired when a copy command is active (pressed).
  46012. */
  46013. static readonly COPY: number;
  46014. /**
  46015. * The clipboard event is fired when a cut command is active (pressed).
  46016. */
  46017. static readonly CUT: number;
  46018. /**
  46019. * The clipboard event is fired when a paste command is active (pressed).
  46020. */
  46021. static readonly PASTE: number;
  46022. }
  46023. /**
  46024. * This class is used to store clipboard related info for the onClipboardObservable event.
  46025. */
  46026. export class ClipboardInfo {
  46027. /**
  46028. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46029. */
  46030. type: number;
  46031. /**
  46032. * Defines the related dom event
  46033. */
  46034. event: ClipboardEvent;
  46035. /**
  46036. *Creates an instance of ClipboardInfo.
  46037. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  46038. * @param event Defines the related dom event
  46039. */
  46040. constructor(
  46041. /**
  46042. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46043. */
  46044. type: number,
  46045. /**
  46046. * Defines the related dom event
  46047. */
  46048. event: ClipboardEvent);
  46049. /**
  46050. * Get the clipboard event's type from the keycode.
  46051. * @param keyCode Defines the keyCode for the current keyboard event.
  46052. * @return {number}
  46053. */
  46054. static GetTypeFromCharacter(keyCode: number): number;
  46055. }
  46056. }
  46057. declare module "babylonjs/Events/index" {
  46058. export * from "babylonjs/Events/keyboardEvents";
  46059. export * from "babylonjs/Events/pointerEvents";
  46060. export * from "babylonjs/Events/clipboardEvents";
  46061. }
  46062. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  46063. import { Scene } from "babylonjs/scene";
  46064. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46065. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46066. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46067. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46068. /**
  46069. * Google Daydream controller
  46070. */
  46071. export class DaydreamController extends WebVRController {
  46072. /**
  46073. * Base Url for the controller model.
  46074. */
  46075. static MODEL_BASE_URL: string;
  46076. /**
  46077. * File name for the controller model.
  46078. */
  46079. static MODEL_FILENAME: string;
  46080. /**
  46081. * Gamepad Id prefix used to identify Daydream Controller.
  46082. */
  46083. static readonly GAMEPAD_ID_PREFIX: string;
  46084. /**
  46085. * Creates a new DaydreamController from a gamepad
  46086. * @param vrGamepad the gamepad that the controller should be created from
  46087. */
  46088. constructor(vrGamepad: any);
  46089. /**
  46090. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  46091. * @param scene scene in which to add meshes
  46092. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  46093. */
  46094. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  46095. /**
  46096. * Called once for each button that changed state since the last frame
  46097. * @param buttonIdx Which button index changed
  46098. * @param state New state of the button
  46099. * @param changes Which properties on the state changed since last frame
  46100. */
  46101. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  46102. }
  46103. }
  46104. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  46105. import { Scene } from "babylonjs/scene";
  46106. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46107. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46108. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46109. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46110. /**
  46111. * Gear VR Controller
  46112. */
  46113. export class GearVRController extends WebVRController {
  46114. /**
  46115. * Base Url for the controller model.
  46116. */
  46117. static MODEL_BASE_URL: string;
  46118. /**
  46119. * File name for the controller model.
  46120. */
  46121. static MODEL_FILENAME: string;
  46122. /**
  46123. * Gamepad Id prefix used to identify this controller.
  46124. */
  46125. static readonly GAMEPAD_ID_PREFIX: string;
  46126. private readonly _buttonIndexToObservableNameMap;
  46127. /**
  46128. * Creates a new GearVRController from a gamepad
  46129. * @param vrGamepad the gamepad that the controller should be created from
  46130. */
  46131. constructor(vrGamepad: any);
  46132. /**
  46133. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  46134. * @param scene scene in which to add meshes
  46135. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  46136. */
  46137. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  46138. /**
  46139. * Called once for each button that changed state since the last frame
  46140. * @param buttonIdx Which button index changed
  46141. * @param state New state of the button
  46142. * @param changes Which properties on the state changed since last frame
  46143. */
  46144. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  46145. }
  46146. }
  46147. declare module "babylonjs/Gamepads/Controllers/index" {
  46148. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  46149. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  46150. export * from "babylonjs/Gamepads/Controllers/genericController";
  46151. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  46152. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46153. export * from "babylonjs/Gamepads/Controllers/viveController";
  46154. export * from "babylonjs/Gamepads/Controllers/webVRController";
  46155. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  46156. }
  46157. declare module "babylonjs/Gamepads/index" {
  46158. export * from "babylonjs/Gamepads/Controllers/index";
  46159. export * from "babylonjs/Gamepads/gamepad";
  46160. export * from "babylonjs/Gamepads/gamepadManager";
  46161. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  46162. export * from "babylonjs/Gamepads/xboxGamepad";
  46163. export * from "babylonjs/Gamepads/dualShockGamepad";
  46164. }
  46165. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  46166. import { Scene } from "babylonjs/scene";
  46167. import { Vector4 } from "babylonjs/Maths/math.vector";
  46168. import { Color4 } from "babylonjs/Maths/math.color";
  46169. import { Mesh } from "babylonjs/Meshes/mesh";
  46170. import { Nullable } from "babylonjs/types";
  46171. /**
  46172. * Class containing static functions to help procedurally build meshes
  46173. */
  46174. export class PolyhedronBuilder {
  46175. /**
  46176. * Creates a polyhedron mesh
  46177. * * 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
  46178. * * The parameter `size` (positive float, default 1) sets the polygon size
  46179. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  46180. * * 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`
  46181. * * 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
  46182. * * 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)`)
  46183. * * 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
  46184. * * 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
  46185. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  46186. * * 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
  46187. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  46188. * @param name defines the name of the mesh
  46189. * @param options defines the options used to create the mesh
  46190. * @param scene defines the hosting scene
  46191. * @returns the polyhedron mesh
  46192. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  46193. */
  46194. static CreatePolyhedron(name: string, options: {
  46195. type?: number;
  46196. size?: number;
  46197. sizeX?: number;
  46198. sizeY?: number;
  46199. sizeZ?: number;
  46200. custom?: any;
  46201. faceUV?: Vector4[];
  46202. faceColors?: Color4[];
  46203. flat?: boolean;
  46204. updatable?: boolean;
  46205. sideOrientation?: number;
  46206. frontUVs?: Vector4;
  46207. backUVs?: Vector4;
  46208. }, scene?: Nullable<Scene>): Mesh;
  46209. }
  46210. }
  46211. declare module "babylonjs/Gizmos/scaleGizmo" {
  46212. import { Observable } from "babylonjs/Misc/observable";
  46213. import { Nullable } from "babylonjs/types";
  46214. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46215. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46216. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  46217. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46218. /**
  46219. * Gizmo that enables scaling a mesh along 3 axis
  46220. */
  46221. export class ScaleGizmo extends Gizmo {
  46222. /**
  46223. * Internal gizmo used for interactions on the x axis
  46224. */
  46225. xGizmo: AxisScaleGizmo;
  46226. /**
  46227. * Internal gizmo used for interactions on the y axis
  46228. */
  46229. yGizmo: AxisScaleGizmo;
  46230. /**
  46231. * Internal gizmo used for interactions on the z axis
  46232. */
  46233. zGizmo: AxisScaleGizmo;
  46234. /**
  46235. * Internal gizmo used to scale all axis equally
  46236. */
  46237. uniformScaleGizmo: AxisScaleGizmo;
  46238. private _meshAttached;
  46239. private _updateGizmoRotationToMatchAttachedMesh;
  46240. private _snapDistance;
  46241. private _scaleRatio;
  46242. private _uniformScalingMesh;
  46243. private _octahedron;
  46244. /** Fires an event when any of it's sub gizmos are dragged */
  46245. onDragStartObservable: Observable<unknown>;
  46246. /** Fires an event when any of it's sub gizmos are released from dragging */
  46247. onDragEndObservable: Observable<unknown>;
  46248. attachedMesh: Nullable<AbstractMesh>;
  46249. /**
  46250. * Creates a ScaleGizmo
  46251. * @param gizmoLayer The utility layer the gizmo will be added to
  46252. */
  46253. constructor(gizmoLayer?: UtilityLayerRenderer);
  46254. updateGizmoRotationToMatchAttachedMesh: boolean;
  46255. /**
  46256. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46257. */
  46258. snapDistance: number;
  46259. /**
  46260. * Ratio for the scale of the gizmo (Default: 1)
  46261. */
  46262. scaleRatio: number;
  46263. /**
  46264. * Disposes of the gizmo
  46265. */
  46266. dispose(): void;
  46267. }
  46268. }
  46269. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  46270. import { Observable } from "babylonjs/Misc/observable";
  46271. import { Nullable } from "babylonjs/types";
  46272. import { Vector3 } from "babylonjs/Maths/math.vector";
  46273. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46274. import { Mesh } from "babylonjs/Meshes/mesh";
  46275. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  46276. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46277. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46278. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46279. import { Color3 } from "babylonjs/Maths/math.color";
  46280. /**
  46281. * Single axis scale gizmo
  46282. */
  46283. export class AxisScaleGizmo extends Gizmo {
  46284. /**
  46285. * Drag behavior responsible for the gizmos dragging interactions
  46286. */
  46287. dragBehavior: PointerDragBehavior;
  46288. private _pointerObserver;
  46289. /**
  46290. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46291. */
  46292. snapDistance: number;
  46293. /**
  46294. * Event that fires each time the gizmo snaps to a new location.
  46295. * * snapDistance is the the change in distance
  46296. */
  46297. onSnapObservable: Observable<{
  46298. snapDistance: number;
  46299. }>;
  46300. /**
  46301. * If the scaling operation should be done on all axis (default: false)
  46302. */
  46303. uniformScaling: boolean;
  46304. private _isEnabled;
  46305. private _parent;
  46306. private _arrow;
  46307. private _coloredMaterial;
  46308. private _hoverMaterial;
  46309. /**
  46310. * Creates an AxisScaleGizmo
  46311. * @param gizmoLayer The utility layer the gizmo will be added to
  46312. * @param dragAxis The axis which the gizmo will be able to scale on
  46313. * @param color The color of the gizmo
  46314. */
  46315. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  46316. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46317. /**
  46318. * If the gizmo is enabled
  46319. */
  46320. isEnabled: boolean;
  46321. /**
  46322. * Disposes of the gizmo
  46323. */
  46324. dispose(): void;
  46325. /**
  46326. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  46327. * @param mesh The mesh to replace the default mesh of the gizmo
  46328. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  46329. */
  46330. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  46331. }
  46332. }
  46333. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  46334. import { Observable } from "babylonjs/Misc/observable";
  46335. import { Nullable } from "babylonjs/types";
  46336. import { Vector3 } from "babylonjs/Maths/math.vector";
  46337. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46338. import { Mesh } from "babylonjs/Meshes/mesh";
  46339. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46340. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46341. import { Color3 } from "babylonjs/Maths/math.color";
  46342. import "babylonjs/Meshes/Builders/boxBuilder";
  46343. /**
  46344. * Bounding box gizmo
  46345. */
  46346. export class BoundingBoxGizmo extends Gizmo {
  46347. private _lineBoundingBox;
  46348. private _rotateSpheresParent;
  46349. private _scaleBoxesParent;
  46350. private _boundingDimensions;
  46351. private _renderObserver;
  46352. private _pointerObserver;
  46353. private _scaleDragSpeed;
  46354. private _tmpQuaternion;
  46355. private _tmpVector;
  46356. private _tmpRotationMatrix;
  46357. /**
  46358. * 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)
  46359. */
  46360. ignoreChildren: boolean;
  46361. /**
  46362. * 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)
  46363. */
  46364. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  46365. /**
  46366. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  46367. */
  46368. rotationSphereSize: number;
  46369. /**
  46370. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  46371. */
  46372. scaleBoxSize: number;
  46373. /**
  46374. * 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)
  46375. */
  46376. fixedDragMeshScreenSize: boolean;
  46377. /**
  46378. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  46379. */
  46380. fixedDragMeshScreenSizeDistanceFactor: number;
  46381. /**
  46382. * Fired when a rotation sphere or scale box is dragged
  46383. */
  46384. onDragStartObservable: Observable<{}>;
  46385. /**
  46386. * Fired when a scale box is dragged
  46387. */
  46388. onScaleBoxDragObservable: Observable<{}>;
  46389. /**
  46390. * Fired when a scale box drag is ended
  46391. */
  46392. onScaleBoxDragEndObservable: Observable<{}>;
  46393. /**
  46394. * Fired when a rotation sphere is dragged
  46395. */
  46396. onRotationSphereDragObservable: Observable<{}>;
  46397. /**
  46398. * Fired when a rotation sphere drag is ended
  46399. */
  46400. onRotationSphereDragEndObservable: Observable<{}>;
  46401. /**
  46402. * 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)
  46403. */
  46404. scalePivot: Nullable<Vector3>;
  46405. /**
  46406. * Mesh used as a pivot to rotate the attached mesh
  46407. */
  46408. private _anchorMesh;
  46409. private _existingMeshScale;
  46410. private _dragMesh;
  46411. private pointerDragBehavior;
  46412. private coloredMaterial;
  46413. private hoverColoredMaterial;
  46414. /**
  46415. * Sets the color of the bounding box gizmo
  46416. * @param color the color to set
  46417. */
  46418. setColor(color: Color3): void;
  46419. /**
  46420. * Creates an BoundingBoxGizmo
  46421. * @param gizmoLayer The utility layer the gizmo will be added to
  46422. * @param color The color of the gizmo
  46423. */
  46424. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  46425. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46426. private _selectNode;
  46427. /**
  46428. * Updates the bounding box information for the Gizmo
  46429. */
  46430. updateBoundingBox(): void;
  46431. private _updateRotationSpheres;
  46432. private _updateScaleBoxes;
  46433. /**
  46434. * Enables rotation on the specified axis and disables rotation on the others
  46435. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  46436. */
  46437. setEnabledRotationAxis(axis: string): void;
  46438. /**
  46439. * Enables/disables scaling
  46440. * @param enable if scaling should be enabled
  46441. */
  46442. setEnabledScaling(enable: boolean): void;
  46443. private _updateDummy;
  46444. /**
  46445. * Enables a pointer drag behavior on the bounding box of the gizmo
  46446. */
  46447. enableDragBehavior(): void;
  46448. /**
  46449. * Disposes of the gizmo
  46450. */
  46451. dispose(): void;
  46452. /**
  46453. * 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)
  46454. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  46455. * @returns the bounding box mesh with the passed in mesh as a child
  46456. */
  46457. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  46458. /**
  46459. * CustomMeshes are not supported by this gizmo
  46460. * @param mesh The mesh to replace the default mesh of the gizmo
  46461. */
  46462. setCustomMesh(mesh: Mesh): void;
  46463. }
  46464. }
  46465. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  46466. import { Observable } from "babylonjs/Misc/observable";
  46467. import { Nullable } from "babylonjs/types";
  46468. import { Vector3 } from "babylonjs/Maths/math.vector";
  46469. import { Color3 } from "babylonjs/Maths/math.color";
  46470. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46471. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  46472. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46473. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46474. import "babylonjs/Meshes/Builders/linesBuilder";
  46475. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46476. /**
  46477. * Single plane rotation gizmo
  46478. */
  46479. export class PlaneRotationGizmo extends Gizmo {
  46480. /**
  46481. * Drag behavior responsible for the gizmos dragging interactions
  46482. */
  46483. dragBehavior: PointerDragBehavior;
  46484. private _pointerObserver;
  46485. /**
  46486. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  46487. */
  46488. snapDistance: number;
  46489. /**
  46490. * Event that fires each time the gizmo snaps to a new location.
  46491. * * snapDistance is the the change in distance
  46492. */
  46493. onSnapObservable: Observable<{
  46494. snapDistance: number;
  46495. }>;
  46496. private _isEnabled;
  46497. private _parent;
  46498. /**
  46499. * Creates a PlaneRotationGizmo
  46500. * @param gizmoLayer The utility layer the gizmo will be added to
  46501. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  46502. * @param color The color of the gizmo
  46503. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46504. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46505. */
  46506. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  46507. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46508. /**
  46509. * If the gizmo is enabled
  46510. */
  46511. isEnabled: boolean;
  46512. /**
  46513. * Disposes of the gizmo
  46514. */
  46515. dispose(): void;
  46516. }
  46517. }
  46518. declare module "babylonjs/Gizmos/rotationGizmo" {
  46519. import { Observable } from "babylonjs/Misc/observable";
  46520. import { Nullable } from "babylonjs/types";
  46521. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46522. import { Mesh } from "babylonjs/Meshes/mesh";
  46523. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46524. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  46525. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46526. /**
  46527. * Gizmo that enables rotating a mesh along 3 axis
  46528. */
  46529. export class RotationGizmo extends Gizmo {
  46530. /**
  46531. * Internal gizmo used for interactions on the x axis
  46532. */
  46533. xGizmo: PlaneRotationGizmo;
  46534. /**
  46535. * Internal gizmo used for interactions on the y axis
  46536. */
  46537. yGizmo: PlaneRotationGizmo;
  46538. /**
  46539. * Internal gizmo used for interactions on the z axis
  46540. */
  46541. zGizmo: PlaneRotationGizmo;
  46542. /** Fires an event when any of it's sub gizmos are dragged */
  46543. onDragStartObservable: Observable<unknown>;
  46544. /** Fires an event when any of it's sub gizmos are released from dragging */
  46545. onDragEndObservable: Observable<unknown>;
  46546. private _meshAttached;
  46547. attachedMesh: Nullable<AbstractMesh>;
  46548. /**
  46549. * Creates a RotationGizmo
  46550. * @param gizmoLayer The utility layer the gizmo will be added to
  46551. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46552. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46553. */
  46554. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  46555. updateGizmoRotationToMatchAttachedMesh: boolean;
  46556. /**
  46557. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46558. */
  46559. snapDistance: number;
  46560. /**
  46561. * Ratio for the scale of the gizmo (Default: 1)
  46562. */
  46563. scaleRatio: number;
  46564. /**
  46565. * Disposes of the gizmo
  46566. */
  46567. dispose(): void;
  46568. /**
  46569. * CustomMeshes are not supported by this gizmo
  46570. * @param mesh The mesh to replace the default mesh of the gizmo
  46571. */
  46572. setCustomMesh(mesh: Mesh): void;
  46573. }
  46574. }
  46575. declare module "babylonjs/Gizmos/gizmoManager" {
  46576. import { Observable } from "babylonjs/Misc/observable";
  46577. import { Nullable } from "babylonjs/types";
  46578. import { Scene, IDisposable } from "babylonjs/scene";
  46579. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46580. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46581. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  46582. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46583. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  46584. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46585. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  46586. /**
  46587. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  46588. */
  46589. export class GizmoManager implements IDisposable {
  46590. private scene;
  46591. /**
  46592. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  46593. */
  46594. gizmos: {
  46595. positionGizmo: Nullable<PositionGizmo>;
  46596. rotationGizmo: Nullable<RotationGizmo>;
  46597. scaleGizmo: Nullable<ScaleGizmo>;
  46598. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  46599. };
  46600. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  46601. clearGizmoOnEmptyPointerEvent: boolean;
  46602. /** Fires an event when the manager is attached to a mesh */
  46603. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  46604. private _gizmosEnabled;
  46605. private _pointerObserver;
  46606. private _attachedMesh;
  46607. private _boundingBoxColor;
  46608. private _defaultUtilityLayer;
  46609. private _defaultKeepDepthUtilityLayer;
  46610. /**
  46611. * When bounding box gizmo is enabled, this can be used to track drag/end events
  46612. */
  46613. boundingBoxDragBehavior: SixDofDragBehavior;
  46614. /**
  46615. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  46616. */
  46617. attachableMeshes: Nullable<Array<AbstractMesh>>;
  46618. /**
  46619. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  46620. */
  46621. usePointerToAttachGizmos: boolean;
  46622. /**
  46623. * Utility layer that the bounding box gizmo belongs to
  46624. */
  46625. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  46626. /**
  46627. * Utility layer that all gizmos besides bounding box belong to
  46628. */
  46629. readonly utilityLayer: UtilityLayerRenderer;
  46630. /**
  46631. * Instatiates a gizmo manager
  46632. * @param scene the scene to overlay the gizmos on top of
  46633. */
  46634. constructor(scene: Scene);
  46635. /**
  46636. * Attaches a set of gizmos to the specified mesh
  46637. * @param mesh The mesh the gizmo's should be attached to
  46638. */
  46639. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  46640. /**
  46641. * If the position gizmo is enabled
  46642. */
  46643. positionGizmoEnabled: boolean;
  46644. /**
  46645. * If the rotation gizmo is enabled
  46646. */
  46647. rotationGizmoEnabled: boolean;
  46648. /**
  46649. * If the scale gizmo is enabled
  46650. */
  46651. scaleGizmoEnabled: boolean;
  46652. /**
  46653. * If the boundingBox gizmo is enabled
  46654. */
  46655. boundingBoxGizmoEnabled: boolean;
  46656. /**
  46657. * Disposes of the gizmo manager
  46658. */
  46659. dispose(): void;
  46660. }
  46661. }
  46662. declare module "babylonjs/Lights/directionalLight" {
  46663. import { Camera } from "babylonjs/Cameras/camera";
  46664. import { Scene } from "babylonjs/scene";
  46665. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46666. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46667. import { Light } from "babylonjs/Lights/light";
  46668. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46669. import { Effect } from "babylonjs/Materials/effect";
  46670. /**
  46671. * A directional light is defined by a direction (what a surprise!).
  46672. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  46673. * 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.
  46674. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46675. */
  46676. export class DirectionalLight extends ShadowLight {
  46677. private _shadowFrustumSize;
  46678. /**
  46679. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  46680. */
  46681. /**
  46682. * Specifies a fix frustum size for the shadow generation.
  46683. */
  46684. shadowFrustumSize: number;
  46685. private _shadowOrthoScale;
  46686. /**
  46687. * Gets the shadow projection scale against the optimal computed one.
  46688. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46689. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46690. */
  46691. /**
  46692. * Sets the shadow projection scale against the optimal computed one.
  46693. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46694. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46695. */
  46696. shadowOrthoScale: number;
  46697. /**
  46698. * Automatically compute the projection matrix to best fit (including all the casters)
  46699. * on each frame.
  46700. */
  46701. autoUpdateExtends: boolean;
  46702. private _orthoLeft;
  46703. private _orthoRight;
  46704. private _orthoTop;
  46705. private _orthoBottom;
  46706. /**
  46707. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  46708. * The directional light is emitted from everywhere in the given direction.
  46709. * It can cast shadows.
  46710. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46711. * @param name The friendly name of the light
  46712. * @param direction The direction of the light
  46713. * @param scene The scene the light belongs to
  46714. */
  46715. constructor(name: string, direction: Vector3, scene: Scene);
  46716. /**
  46717. * Returns the string "DirectionalLight".
  46718. * @return The class name
  46719. */
  46720. getClassName(): string;
  46721. /**
  46722. * Returns the integer 1.
  46723. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46724. */
  46725. getTypeID(): number;
  46726. /**
  46727. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  46728. * Returns the DirectionalLight Shadow projection matrix.
  46729. */
  46730. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46731. /**
  46732. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  46733. * Returns the DirectionalLight Shadow projection matrix.
  46734. */
  46735. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  46736. /**
  46737. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  46738. * Returns the DirectionalLight Shadow projection matrix.
  46739. */
  46740. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46741. protected _buildUniformLayout(): void;
  46742. /**
  46743. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  46744. * @param effect The effect to update
  46745. * @param lightIndex The index of the light in the effect to update
  46746. * @returns The directional light
  46747. */
  46748. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  46749. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  46750. /**
  46751. * Gets the minZ used for shadow according to both the scene and the light.
  46752. *
  46753. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46754. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46755. * @param activeCamera The camera we are returning the min for
  46756. * @returns the depth min z
  46757. */
  46758. getDepthMinZ(activeCamera: Camera): number;
  46759. /**
  46760. * Gets the maxZ used for shadow according to both the scene and the light.
  46761. *
  46762. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46763. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46764. * @param activeCamera The camera we are returning the max for
  46765. * @returns the depth max z
  46766. */
  46767. getDepthMaxZ(activeCamera: Camera): number;
  46768. /**
  46769. * Prepares the list of defines specific to the light type.
  46770. * @param defines the list of defines
  46771. * @param lightIndex defines the index of the light for the effect
  46772. */
  46773. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46774. }
  46775. }
  46776. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  46777. import { Mesh } from "babylonjs/Meshes/mesh";
  46778. /**
  46779. * Class containing static functions to help procedurally build meshes
  46780. */
  46781. export class HemisphereBuilder {
  46782. /**
  46783. * Creates a hemisphere mesh
  46784. * @param name defines the name of the mesh
  46785. * @param options defines the options used to create the mesh
  46786. * @param scene defines the hosting scene
  46787. * @returns the hemisphere mesh
  46788. */
  46789. static CreateHemisphere(name: string, options: {
  46790. segments?: number;
  46791. diameter?: number;
  46792. sideOrientation?: number;
  46793. }, scene: any): Mesh;
  46794. }
  46795. }
  46796. declare module "babylonjs/Lights/spotLight" {
  46797. import { Nullable } from "babylonjs/types";
  46798. import { Scene } from "babylonjs/scene";
  46799. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46800. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46801. import { Effect } from "babylonjs/Materials/effect";
  46802. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46803. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46804. /**
  46805. * A spot light is defined by a position, a direction, an angle, and an exponent.
  46806. * These values define a cone of light starting from the position, emitting toward the direction.
  46807. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  46808. * and the exponent defines the speed of the decay of the light with distance (reach).
  46809. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46810. */
  46811. export class SpotLight extends ShadowLight {
  46812. private _angle;
  46813. private _innerAngle;
  46814. private _cosHalfAngle;
  46815. private _lightAngleScale;
  46816. private _lightAngleOffset;
  46817. /**
  46818. * Gets the cone angle of the spot light in Radians.
  46819. */
  46820. /**
  46821. * Sets the cone angle of the spot light in Radians.
  46822. */
  46823. angle: number;
  46824. /**
  46825. * Only used in gltf falloff mode, this defines the angle where
  46826. * the directional falloff will start before cutting at angle which could be seen
  46827. * as outer angle.
  46828. */
  46829. /**
  46830. * Only used in gltf falloff mode, this defines the angle where
  46831. * the directional falloff will start before cutting at angle which could be seen
  46832. * as outer angle.
  46833. */
  46834. innerAngle: number;
  46835. private _shadowAngleScale;
  46836. /**
  46837. * Allows scaling the angle of the light for shadow generation only.
  46838. */
  46839. /**
  46840. * Allows scaling the angle of the light for shadow generation only.
  46841. */
  46842. shadowAngleScale: number;
  46843. /**
  46844. * The light decay speed with the distance from the emission spot.
  46845. */
  46846. exponent: number;
  46847. private _projectionTextureMatrix;
  46848. /**
  46849. * Allows reading the projecton texture
  46850. */
  46851. readonly projectionTextureMatrix: Matrix;
  46852. protected _projectionTextureLightNear: number;
  46853. /**
  46854. * Gets the near clip of the Spotlight for texture projection.
  46855. */
  46856. /**
  46857. * Sets the near clip of the Spotlight for texture projection.
  46858. */
  46859. projectionTextureLightNear: number;
  46860. protected _projectionTextureLightFar: number;
  46861. /**
  46862. * Gets the far clip of the Spotlight for texture projection.
  46863. */
  46864. /**
  46865. * Sets the far clip of the Spotlight for texture projection.
  46866. */
  46867. projectionTextureLightFar: number;
  46868. protected _projectionTextureUpDirection: Vector3;
  46869. /**
  46870. * Gets the Up vector of the Spotlight for texture projection.
  46871. */
  46872. /**
  46873. * Sets the Up vector of the Spotlight for texture projection.
  46874. */
  46875. projectionTextureUpDirection: Vector3;
  46876. private _projectionTexture;
  46877. /**
  46878. * Gets the projection texture of the light.
  46879. */
  46880. /**
  46881. * Sets the projection texture of the light.
  46882. */
  46883. projectionTexture: Nullable<BaseTexture>;
  46884. private _projectionTextureViewLightDirty;
  46885. private _projectionTextureProjectionLightDirty;
  46886. private _projectionTextureDirty;
  46887. private _projectionTextureViewTargetVector;
  46888. private _projectionTextureViewLightMatrix;
  46889. private _projectionTextureProjectionLightMatrix;
  46890. private _projectionTextureScalingMatrix;
  46891. /**
  46892. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46893. * It can cast shadows.
  46894. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46895. * @param name The light friendly name
  46896. * @param position The position of the spot light in the scene
  46897. * @param direction The direction of the light in the scene
  46898. * @param angle The cone angle of the light in Radians
  46899. * @param exponent The light decay speed with the distance from the emission spot
  46900. * @param scene The scene the lights belongs to
  46901. */
  46902. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46903. /**
  46904. * Returns the string "SpotLight".
  46905. * @returns the class name
  46906. */
  46907. getClassName(): string;
  46908. /**
  46909. * Returns the integer 2.
  46910. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46911. */
  46912. getTypeID(): number;
  46913. /**
  46914. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46915. */
  46916. protected _setDirection(value: Vector3): void;
  46917. /**
  46918. * Overrides the position setter to recompute the projection texture view light Matrix.
  46919. */
  46920. protected _setPosition(value: Vector3): void;
  46921. /**
  46922. * 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.
  46923. * Returns the SpotLight.
  46924. */
  46925. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46926. protected _computeProjectionTextureViewLightMatrix(): void;
  46927. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46928. /**
  46929. * Main function for light texture projection matrix computing.
  46930. */
  46931. protected _computeProjectionTextureMatrix(): void;
  46932. protected _buildUniformLayout(): void;
  46933. private _computeAngleValues;
  46934. /**
  46935. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46936. * @param effect The effect to update
  46937. * @param lightIndex The index of the light in the effect to update
  46938. * @returns The spot light
  46939. */
  46940. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46941. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  46942. /**
  46943. * Disposes the light and the associated resources.
  46944. */
  46945. dispose(): void;
  46946. /**
  46947. * Prepares the list of defines specific to the light type.
  46948. * @param defines the list of defines
  46949. * @param lightIndex defines the index of the light for the effect
  46950. */
  46951. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46952. }
  46953. }
  46954. declare module "babylonjs/Gizmos/lightGizmo" {
  46955. import { Nullable } from "babylonjs/types";
  46956. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46957. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46958. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  46959. import { Light } from "babylonjs/Lights/light";
  46960. /**
  46961. * Gizmo that enables viewing a light
  46962. */
  46963. export class LightGizmo extends Gizmo {
  46964. private _lightMesh;
  46965. private _material;
  46966. private cachedPosition;
  46967. private cachedForward;
  46968. /**
  46969. * Creates a LightGizmo
  46970. * @param gizmoLayer The utility layer the gizmo will be added to
  46971. */
  46972. constructor(gizmoLayer?: UtilityLayerRenderer);
  46973. private _light;
  46974. /**
  46975. * The light that the gizmo is attached to
  46976. */
  46977. light: Nullable<Light>;
  46978. /**
  46979. * Gets the material used to render the light gizmo
  46980. */
  46981. readonly material: StandardMaterial;
  46982. /**
  46983. * @hidden
  46984. * Updates the gizmo to match the attached mesh's position/rotation
  46985. */
  46986. protected _update(): void;
  46987. private static _Scale;
  46988. /**
  46989. * Creates the lines for a light mesh
  46990. */
  46991. private static _createLightLines;
  46992. /**
  46993. * Disposes of the light gizmo
  46994. */
  46995. dispose(): void;
  46996. private static _CreateHemisphericLightMesh;
  46997. private static _CreatePointLightMesh;
  46998. private static _CreateSpotLightMesh;
  46999. private static _CreateDirectionalLightMesh;
  47000. }
  47001. }
  47002. declare module "babylonjs/Gizmos/index" {
  47003. export * from "babylonjs/Gizmos/axisDragGizmo";
  47004. export * from "babylonjs/Gizmos/axisScaleGizmo";
  47005. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  47006. export * from "babylonjs/Gizmos/gizmo";
  47007. export * from "babylonjs/Gizmos/gizmoManager";
  47008. export * from "babylonjs/Gizmos/planeRotationGizmo";
  47009. export * from "babylonjs/Gizmos/positionGizmo";
  47010. export * from "babylonjs/Gizmos/rotationGizmo";
  47011. export * from "babylonjs/Gizmos/scaleGizmo";
  47012. export * from "babylonjs/Gizmos/lightGizmo";
  47013. export * from "babylonjs/Gizmos/planeDragGizmo";
  47014. }
  47015. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  47016. /** @hidden */
  47017. export var backgroundFragmentDeclaration: {
  47018. name: string;
  47019. shader: string;
  47020. };
  47021. }
  47022. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  47023. /** @hidden */
  47024. export var backgroundUboDeclaration: {
  47025. name: string;
  47026. shader: string;
  47027. };
  47028. }
  47029. declare module "babylonjs/Shaders/background.fragment" {
  47030. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  47031. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47032. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47033. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47034. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47035. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47036. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47037. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  47038. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47039. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47040. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47041. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47042. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47043. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47044. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47045. /** @hidden */
  47046. export var backgroundPixelShader: {
  47047. name: string;
  47048. shader: string;
  47049. };
  47050. }
  47051. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  47052. /** @hidden */
  47053. export var backgroundVertexDeclaration: {
  47054. name: string;
  47055. shader: string;
  47056. };
  47057. }
  47058. declare module "babylonjs/Shaders/background.vertex" {
  47059. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  47060. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47061. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47062. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47063. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47064. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47065. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47066. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47067. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47068. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47069. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47070. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47071. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47072. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47073. /** @hidden */
  47074. export var backgroundVertexShader: {
  47075. name: string;
  47076. shader: string;
  47077. };
  47078. }
  47079. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  47080. import { Nullable, int, float } from "babylonjs/types";
  47081. import { Scene } from "babylonjs/scene";
  47082. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47083. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47084. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47085. import { Mesh } from "babylonjs/Meshes/mesh";
  47086. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  47087. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  47088. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  47089. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47090. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  47091. import { Color3 } from "babylonjs/Maths/math.color";
  47092. import "babylonjs/Shaders/background.fragment";
  47093. import "babylonjs/Shaders/background.vertex";
  47094. /**
  47095. * Background material used to create an efficient environement around your scene.
  47096. */
  47097. export class BackgroundMaterial extends PushMaterial {
  47098. /**
  47099. * Standard reflectance value at parallel view angle.
  47100. */
  47101. static StandardReflectance0: number;
  47102. /**
  47103. * Standard reflectance value at grazing angle.
  47104. */
  47105. static StandardReflectance90: number;
  47106. protected _primaryColor: Color3;
  47107. /**
  47108. * Key light Color (multiply against the environement texture)
  47109. */
  47110. primaryColor: Color3;
  47111. protected __perceptualColor: Nullable<Color3>;
  47112. /**
  47113. * Experimental Internal Use Only.
  47114. *
  47115. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  47116. * This acts as a helper to set the primary color to a more "human friendly" value.
  47117. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  47118. * output color as close as possible from the chosen value.
  47119. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  47120. * part of lighting setup.)
  47121. */
  47122. _perceptualColor: Nullable<Color3>;
  47123. protected _primaryColorShadowLevel: float;
  47124. /**
  47125. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  47126. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  47127. */
  47128. primaryColorShadowLevel: float;
  47129. protected _primaryColorHighlightLevel: float;
  47130. /**
  47131. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  47132. * The primary color is used at the level chosen to define what the white area would look.
  47133. */
  47134. primaryColorHighlightLevel: float;
  47135. protected _reflectionTexture: Nullable<BaseTexture>;
  47136. /**
  47137. * Reflection Texture used in the material.
  47138. * Should be author in a specific way for the best result (refer to the documentation).
  47139. */
  47140. reflectionTexture: Nullable<BaseTexture>;
  47141. protected _reflectionBlur: float;
  47142. /**
  47143. * Reflection Texture level of blur.
  47144. *
  47145. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  47146. * texture twice.
  47147. */
  47148. reflectionBlur: float;
  47149. protected _diffuseTexture: Nullable<BaseTexture>;
  47150. /**
  47151. * Diffuse Texture used in the material.
  47152. * Should be author in a specific way for the best result (refer to the documentation).
  47153. */
  47154. diffuseTexture: Nullable<BaseTexture>;
  47155. protected _shadowLights: Nullable<IShadowLight[]>;
  47156. /**
  47157. * Specify the list of lights casting shadow on the material.
  47158. * All scene shadow lights will be included if null.
  47159. */
  47160. shadowLights: Nullable<IShadowLight[]>;
  47161. protected _shadowLevel: float;
  47162. /**
  47163. * Helps adjusting the shadow to a softer level if required.
  47164. * 0 means black shadows and 1 means no shadows.
  47165. */
  47166. shadowLevel: float;
  47167. protected _sceneCenter: Vector3;
  47168. /**
  47169. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  47170. * It is usually zero but might be interesting to modify according to your setup.
  47171. */
  47172. sceneCenter: Vector3;
  47173. protected _opacityFresnel: boolean;
  47174. /**
  47175. * This helps specifying that the material is falling off to the sky box at grazing angle.
  47176. * This helps ensuring a nice transition when the camera goes under the ground.
  47177. */
  47178. opacityFresnel: boolean;
  47179. protected _reflectionFresnel: boolean;
  47180. /**
  47181. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  47182. * This helps adding a mirror texture on the ground.
  47183. */
  47184. reflectionFresnel: boolean;
  47185. protected _reflectionFalloffDistance: number;
  47186. /**
  47187. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  47188. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  47189. */
  47190. reflectionFalloffDistance: number;
  47191. protected _reflectionAmount: number;
  47192. /**
  47193. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  47194. */
  47195. reflectionAmount: number;
  47196. protected _reflectionReflectance0: number;
  47197. /**
  47198. * This specifies the weight of the reflection at grazing angle.
  47199. */
  47200. reflectionReflectance0: number;
  47201. protected _reflectionReflectance90: number;
  47202. /**
  47203. * This specifies the weight of the reflection at a perpendicular point of view.
  47204. */
  47205. reflectionReflectance90: number;
  47206. /**
  47207. * Sets the reflection reflectance fresnel values according to the default standard
  47208. * empirically know to work well :-)
  47209. */
  47210. reflectionStandardFresnelWeight: number;
  47211. protected _useRGBColor: boolean;
  47212. /**
  47213. * Helps to directly use the maps channels instead of their level.
  47214. */
  47215. useRGBColor: boolean;
  47216. protected _enableNoise: boolean;
  47217. /**
  47218. * This helps reducing the banding effect that could occur on the background.
  47219. */
  47220. enableNoise: boolean;
  47221. /**
  47222. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47223. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  47224. * Recommended to be keep at 1.0 except for special cases.
  47225. */
  47226. fovMultiplier: number;
  47227. private _fovMultiplier;
  47228. /**
  47229. * Enable the FOV adjustment feature controlled by fovMultiplier.
  47230. */
  47231. useEquirectangularFOV: boolean;
  47232. private _maxSimultaneousLights;
  47233. /**
  47234. * Number of Simultaneous lights allowed on the material.
  47235. */
  47236. maxSimultaneousLights: int;
  47237. /**
  47238. * Default configuration related to image processing available in the Background Material.
  47239. */
  47240. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  47241. /**
  47242. * Keep track of the image processing observer to allow dispose and replace.
  47243. */
  47244. private _imageProcessingObserver;
  47245. /**
  47246. * Attaches a new image processing configuration to the PBR Material.
  47247. * @param configuration (if null the scene configuration will be use)
  47248. */
  47249. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  47250. /**
  47251. * Gets the image processing configuration used either in this material.
  47252. */
  47253. /**
  47254. * Sets the Default image processing configuration used either in the this material.
  47255. *
  47256. * If sets to null, the scene one is in use.
  47257. */
  47258. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  47259. /**
  47260. * Gets wether the color curves effect is enabled.
  47261. */
  47262. /**
  47263. * Sets wether the color curves effect is enabled.
  47264. */
  47265. cameraColorCurvesEnabled: boolean;
  47266. /**
  47267. * Gets wether the color grading effect is enabled.
  47268. */
  47269. /**
  47270. * Gets wether the color grading effect is enabled.
  47271. */
  47272. cameraColorGradingEnabled: boolean;
  47273. /**
  47274. * Gets wether tonemapping is enabled or not.
  47275. */
  47276. /**
  47277. * Sets wether tonemapping is enabled or not
  47278. */
  47279. cameraToneMappingEnabled: boolean;
  47280. /**
  47281. * The camera exposure used on this material.
  47282. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47283. * This corresponds to a photographic exposure.
  47284. */
  47285. /**
  47286. * The camera exposure used on this material.
  47287. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47288. * This corresponds to a photographic exposure.
  47289. */
  47290. cameraExposure: float;
  47291. /**
  47292. * Gets The camera contrast used on this material.
  47293. */
  47294. /**
  47295. * Sets The camera contrast used on this material.
  47296. */
  47297. cameraContrast: float;
  47298. /**
  47299. * Gets the Color Grading 2D Lookup Texture.
  47300. */
  47301. /**
  47302. * Sets the Color Grading 2D Lookup Texture.
  47303. */
  47304. cameraColorGradingTexture: Nullable<BaseTexture>;
  47305. /**
  47306. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47307. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47308. * 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;
  47309. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47310. */
  47311. /**
  47312. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47313. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47314. * 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;
  47315. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47316. */
  47317. cameraColorCurves: Nullable<ColorCurves>;
  47318. /**
  47319. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  47320. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  47321. */
  47322. switchToBGR: boolean;
  47323. private _renderTargets;
  47324. private _reflectionControls;
  47325. private _white;
  47326. private _primaryShadowColor;
  47327. private _primaryHighlightColor;
  47328. /**
  47329. * Instantiates a Background Material in the given scene
  47330. * @param name The friendly name of the material
  47331. * @param scene The scene to add the material to
  47332. */
  47333. constructor(name: string, scene: Scene);
  47334. /**
  47335. * Gets a boolean indicating that current material needs to register RTT
  47336. */
  47337. readonly hasRenderTargetTextures: boolean;
  47338. /**
  47339. * The entire material has been created in order to prevent overdraw.
  47340. * @returns false
  47341. */
  47342. needAlphaTesting(): boolean;
  47343. /**
  47344. * The entire material has been created in order to prevent overdraw.
  47345. * @returns true if blending is enable
  47346. */
  47347. needAlphaBlending(): boolean;
  47348. /**
  47349. * Checks wether the material is ready to be rendered for a given mesh.
  47350. * @param mesh The mesh to render
  47351. * @param subMesh The submesh to check against
  47352. * @param useInstances Specify wether or not the material is used with instances
  47353. * @returns true if all the dependencies are ready (Textures, Effects...)
  47354. */
  47355. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  47356. /**
  47357. * Compute the primary color according to the chosen perceptual color.
  47358. */
  47359. private _computePrimaryColorFromPerceptualColor;
  47360. /**
  47361. * Compute the highlights and shadow colors according to their chosen levels.
  47362. */
  47363. private _computePrimaryColors;
  47364. /**
  47365. * Build the uniform buffer used in the material.
  47366. */
  47367. buildUniformLayout(): void;
  47368. /**
  47369. * Unbind the material.
  47370. */
  47371. unbind(): void;
  47372. /**
  47373. * Bind only the world matrix to the material.
  47374. * @param world The world matrix to bind.
  47375. */
  47376. bindOnlyWorldMatrix(world: Matrix): void;
  47377. /**
  47378. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  47379. * @param world The world matrix to bind.
  47380. * @param subMesh The submesh to bind for.
  47381. */
  47382. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  47383. /**
  47384. * Checks to see if a texture is used in the material.
  47385. * @param texture - Base texture to use.
  47386. * @returns - Boolean specifying if a texture is used in the material.
  47387. */
  47388. hasTexture(texture: BaseTexture): boolean;
  47389. /**
  47390. * Dispose the material.
  47391. * @param forceDisposeEffect Force disposal of the associated effect.
  47392. * @param forceDisposeTextures Force disposal of the associated textures.
  47393. */
  47394. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  47395. /**
  47396. * Clones the material.
  47397. * @param name The cloned name.
  47398. * @returns The cloned material.
  47399. */
  47400. clone(name: string): BackgroundMaterial;
  47401. /**
  47402. * Serializes the current material to its JSON representation.
  47403. * @returns The JSON representation.
  47404. */
  47405. serialize(): any;
  47406. /**
  47407. * Gets the class name of the material
  47408. * @returns "BackgroundMaterial"
  47409. */
  47410. getClassName(): string;
  47411. /**
  47412. * Parse a JSON input to create back a background material.
  47413. * @param source The JSON data to parse
  47414. * @param scene The scene to create the parsed material in
  47415. * @param rootUrl The root url of the assets the material depends upon
  47416. * @returns the instantiated BackgroundMaterial.
  47417. */
  47418. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  47419. }
  47420. }
  47421. declare module "babylonjs/Helpers/environmentHelper" {
  47422. import { Observable } from "babylonjs/Misc/observable";
  47423. import { Nullable } from "babylonjs/types";
  47424. import { Scene } from "babylonjs/scene";
  47425. import { Vector3 } from "babylonjs/Maths/math.vector";
  47426. import { Color3 } from "babylonjs/Maths/math.color";
  47427. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47428. import { Mesh } from "babylonjs/Meshes/mesh";
  47429. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47430. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  47431. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47432. import "babylonjs/Meshes/Builders/planeBuilder";
  47433. import "babylonjs/Meshes/Builders/boxBuilder";
  47434. /**
  47435. * Represents the different options available during the creation of
  47436. * a Environment helper.
  47437. *
  47438. * This can control the default ground, skybox and image processing setup of your scene.
  47439. */
  47440. export interface IEnvironmentHelperOptions {
  47441. /**
  47442. * Specifies wether or not to create a ground.
  47443. * True by default.
  47444. */
  47445. createGround: boolean;
  47446. /**
  47447. * Specifies the ground size.
  47448. * 15 by default.
  47449. */
  47450. groundSize: number;
  47451. /**
  47452. * The texture used on the ground for the main color.
  47453. * Comes from the BabylonJS CDN by default.
  47454. *
  47455. * Remarks: Can be either a texture or a url.
  47456. */
  47457. groundTexture: string | BaseTexture;
  47458. /**
  47459. * The color mixed in the ground texture by default.
  47460. * BabylonJS clearColor by default.
  47461. */
  47462. groundColor: Color3;
  47463. /**
  47464. * Specifies the ground opacity.
  47465. * 1 by default.
  47466. */
  47467. groundOpacity: number;
  47468. /**
  47469. * Enables the ground to receive shadows.
  47470. * True by default.
  47471. */
  47472. enableGroundShadow: boolean;
  47473. /**
  47474. * Helps preventing the shadow to be fully black on the ground.
  47475. * 0.5 by default.
  47476. */
  47477. groundShadowLevel: number;
  47478. /**
  47479. * Creates a mirror texture attach to the ground.
  47480. * false by default.
  47481. */
  47482. enableGroundMirror: boolean;
  47483. /**
  47484. * Specifies the ground mirror size ratio.
  47485. * 0.3 by default as the default kernel is 64.
  47486. */
  47487. groundMirrorSizeRatio: number;
  47488. /**
  47489. * Specifies the ground mirror blur kernel size.
  47490. * 64 by default.
  47491. */
  47492. groundMirrorBlurKernel: number;
  47493. /**
  47494. * Specifies the ground mirror visibility amount.
  47495. * 1 by default
  47496. */
  47497. groundMirrorAmount: number;
  47498. /**
  47499. * Specifies the ground mirror reflectance weight.
  47500. * This uses the standard weight of the background material to setup the fresnel effect
  47501. * of the mirror.
  47502. * 1 by default.
  47503. */
  47504. groundMirrorFresnelWeight: number;
  47505. /**
  47506. * Specifies the ground mirror Falloff distance.
  47507. * This can helps reducing the size of the reflection.
  47508. * 0 by Default.
  47509. */
  47510. groundMirrorFallOffDistance: number;
  47511. /**
  47512. * Specifies the ground mirror texture type.
  47513. * Unsigned Int by Default.
  47514. */
  47515. groundMirrorTextureType: number;
  47516. /**
  47517. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  47518. * the shown objects.
  47519. */
  47520. groundYBias: number;
  47521. /**
  47522. * Specifies wether or not to create a skybox.
  47523. * True by default.
  47524. */
  47525. createSkybox: boolean;
  47526. /**
  47527. * Specifies the skybox size.
  47528. * 20 by default.
  47529. */
  47530. skyboxSize: number;
  47531. /**
  47532. * The texture used on the skybox for the main color.
  47533. * Comes from the BabylonJS CDN by default.
  47534. *
  47535. * Remarks: Can be either a texture or a url.
  47536. */
  47537. skyboxTexture: string | BaseTexture;
  47538. /**
  47539. * The color mixed in the skybox texture by default.
  47540. * BabylonJS clearColor by default.
  47541. */
  47542. skyboxColor: Color3;
  47543. /**
  47544. * The background rotation around the Y axis of the scene.
  47545. * This helps aligning the key lights of your scene with the background.
  47546. * 0 by default.
  47547. */
  47548. backgroundYRotation: number;
  47549. /**
  47550. * Compute automatically the size of the elements to best fit with the scene.
  47551. */
  47552. sizeAuto: boolean;
  47553. /**
  47554. * Default position of the rootMesh if autoSize is not true.
  47555. */
  47556. rootPosition: Vector3;
  47557. /**
  47558. * Sets up the image processing in the scene.
  47559. * true by default.
  47560. */
  47561. setupImageProcessing: boolean;
  47562. /**
  47563. * The texture used as your environment texture in the scene.
  47564. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  47565. *
  47566. * Remarks: Can be either a texture or a url.
  47567. */
  47568. environmentTexture: string | BaseTexture;
  47569. /**
  47570. * The value of the exposure to apply to the scene.
  47571. * 0.6 by default if setupImageProcessing is true.
  47572. */
  47573. cameraExposure: number;
  47574. /**
  47575. * The value of the contrast to apply to the scene.
  47576. * 1.6 by default if setupImageProcessing is true.
  47577. */
  47578. cameraContrast: number;
  47579. /**
  47580. * Specifies wether or not tonemapping should be enabled in the scene.
  47581. * true by default if setupImageProcessing is true.
  47582. */
  47583. toneMappingEnabled: boolean;
  47584. }
  47585. /**
  47586. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  47587. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  47588. * It also helps with the default setup of your imageProcessing configuration.
  47589. */
  47590. export class EnvironmentHelper {
  47591. /**
  47592. * Default ground texture URL.
  47593. */
  47594. private static _groundTextureCDNUrl;
  47595. /**
  47596. * Default skybox texture URL.
  47597. */
  47598. private static _skyboxTextureCDNUrl;
  47599. /**
  47600. * Default environment texture URL.
  47601. */
  47602. private static _environmentTextureCDNUrl;
  47603. /**
  47604. * Creates the default options for the helper.
  47605. */
  47606. private static _getDefaultOptions;
  47607. private _rootMesh;
  47608. /**
  47609. * Gets the root mesh created by the helper.
  47610. */
  47611. readonly rootMesh: Mesh;
  47612. private _skybox;
  47613. /**
  47614. * Gets the skybox created by the helper.
  47615. */
  47616. readonly skybox: Nullable<Mesh>;
  47617. private _skyboxTexture;
  47618. /**
  47619. * Gets the skybox texture created by the helper.
  47620. */
  47621. readonly skyboxTexture: Nullable<BaseTexture>;
  47622. private _skyboxMaterial;
  47623. /**
  47624. * Gets the skybox material created by the helper.
  47625. */
  47626. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  47627. private _ground;
  47628. /**
  47629. * Gets the ground mesh created by the helper.
  47630. */
  47631. readonly ground: Nullable<Mesh>;
  47632. private _groundTexture;
  47633. /**
  47634. * Gets the ground texture created by the helper.
  47635. */
  47636. readonly groundTexture: Nullable<BaseTexture>;
  47637. private _groundMirror;
  47638. /**
  47639. * Gets the ground mirror created by the helper.
  47640. */
  47641. readonly groundMirror: Nullable<MirrorTexture>;
  47642. /**
  47643. * Gets the ground mirror render list to helps pushing the meshes
  47644. * you wish in the ground reflection.
  47645. */
  47646. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  47647. private _groundMaterial;
  47648. /**
  47649. * Gets the ground material created by the helper.
  47650. */
  47651. readonly groundMaterial: Nullable<BackgroundMaterial>;
  47652. /**
  47653. * Stores the creation options.
  47654. */
  47655. private readonly _scene;
  47656. private _options;
  47657. /**
  47658. * This observable will be notified with any error during the creation of the environment,
  47659. * mainly texture creation errors.
  47660. */
  47661. onErrorObservable: Observable<{
  47662. message?: string;
  47663. exception?: any;
  47664. }>;
  47665. /**
  47666. * constructor
  47667. * @param options Defines the options we want to customize the helper
  47668. * @param scene The scene to add the material to
  47669. */
  47670. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  47671. /**
  47672. * Updates the background according to the new options
  47673. * @param options
  47674. */
  47675. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  47676. /**
  47677. * Sets the primary color of all the available elements.
  47678. * @param color the main color to affect to the ground and the background
  47679. */
  47680. setMainColor(color: Color3): void;
  47681. /**
  47682. * Setup the image processing according to the specified options.
  47683. */
  47684. private _setupImageProcessing;
  47685. /**
  47686. * Setup the environment texture according to the specified options.
  47687. */
  47688. private _setupEnvironmentTexture;
  47689. /**
  47690. * Setup the background according to the specified options.
  47691. */
  47692. private _setupBackground;
  47693. /**
  47694. * Get the scene sizes according to the setup.
  47695. */
  47696. private _getSceneSize;
  47697. /**
  47698. * Setup the ground according to the specified options.
  47699. */
  47700. private _setupGround;
  47701. /**
  47702. * Setup the ground material according to the specified options.
  47703. */
  47704. private _setupGroundMaterial;
  47705. /**
  47706. * Setup the ground diffuse texture according to the specified options.
  47707. */
  47708. private _setupGroundDiffuseTexture;
  47709. /**
  47710. * Setup the ground mirror texture according to the specified options.
  47711. */
  47712. private _setupGroundMirrorTexture;
  47713. /**
  47714. * Setup the ground to receive the mirror texture.
  47715. */
  47716. private _setupMirrorInGroundMaterial;
  47717. /**
  47718. * Setup the skybox according to the specified options.
  47719. */
  47720. private _setupSkybox;
  47721. /**
  47722. * Setup the skybox material according to the specified options.
  47723. */
  47724. private _setupSkyboxMaterial;
  47725. /**
  47726. * Setup the skybox reflection texture according to the specified options.
  47727. */
  47728. private _setupSkyboxReflectionTexture;
  47729. private _errorHandler;
  47730. /**
  47731. * Dispose all the elements created by the Helper.
  47732. */
  47733. dispose(): void;
  47734. }
  47735. }
  47736. declare module "babylonjs/Helpers/photoDome" {
  47737. import { Observable } from "babylonjs/Misc/observable";
  47738. import { Nullable } from "babylonjs/types";
  47739. import { Scene } from "babylonjs/scene";
  47740. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47741. import { Mesh } from "babylonjs/Meshes/mesh";
  47742. import { Texture } from "babylonjs/Materials/Textures/texture";
  47743. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47744. import "babylonjs/Meshes/Builders/sphereBuilder";
  47745. /**
  47746. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  47747. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  47748. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  47749. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  47750. */
  47751. export class PhotoDome extends TransformNode {
  47752. /**
  47753. * Define the image as a Monoscopic panoramic 360 image.
  47754. */
  47755. static readonly MODE_MONOSCOPIC: number;
  47756. /**
  47757. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47758. */
  47759. static readonly MODE_TOPBOTTOM: number;
  47760. /**
  47761. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47762. */
  47763. static readonly MODE_SIDEBYSIDE: number;
  47764. private _useDirectMapping;
  47765. /**
  47766. * The texture being displayed on the sphere
  47767. */
  47768. protected _photoTexture: Texture;
  47769. /**
  47770. * Gets or sets the texture being displayed on the sphere
  47771. */
  47772. photoTexture: Texture;
  47773. /**
  47774. * Observable raised when an error occured while loading the 360 image
  47775. */
  47776. onLoadErrorObservable: Observable<string>;
  47777. /**
  47778. * The skybox material
  47779. */
  47780. protected _material: BackgroundMaterial;
  47781. /**
  47782. * The surface used for the skybox
  47783. */
  47784. protected _mesh: Mesh;
  47785. /**
  47786. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47787. * Also see the options.resolution property.
  47788. */
  47789. fovMultiplier: number;
  47790. private _imageMode;
  47791. /**
  47792. * Gets or set the current video mode for the video. It can be:
  47793. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  47794. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47795. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47796. */
  47797. imageMode: number;
  47798. /**
  47799. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  47800. * @param name Element's name, child elements will append suffixes for their own names.
  47801. * @param urlsOfPhoto defines the url of the photo to display
  47802. * @param options defines an object containing optional or exposed sub element properties
  47803. * @param onError defines a callback called when an error occured while loading the texture
  47804. */
  47805. constructor(name: string, urlOfPhoto: string, options: {
  47806. resolution?: number;
  47807. size?: number;
  47808. useDirectMapping?: boolean;
  47809. faceForward?: boolean;
  47810. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  47811. private _onBeforeCameraRenderObserver;
  47812. private _changeImageMode;
  47813. /**
  47814. * Releases resources associated with this node.
  47815. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  47816. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  47817. */
  47818. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  47819. }
  47820. }
  47821. declare module "babylonjs/Misc/rgbdTextureTools" {
  47822. import "babylonjs/Shaders/rgbdDecode.fragment";
  47823. import { Texture } from "babylonjs/Materials/Textures/texture";
  47824. /**
  47825. * Class used to host RGBD texture specific utilities
  47826. */
  47827. export class RGBDTextureTools {
  47828. /**
  47829. * Expand the RGBD Texture from RGBD to Half Float if possible.
  47830. * @param texture the texture to expand.
  47831. */
  47832. static ExpandRGBDTexture(texture: Texture): void;
  47833. }
  47834. }
  47835. declare module "babylonjs/Misc/brdfTextureTools" {
  47836. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47837. import { Scene } from "babylonjs/scene";
  47838. /**
  47839. * Class used to host texture specific utilities
  47840. */
  47841. export class BRDFTextureTools {
  47842. /**
  47843. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  47844. * @param scene defines the hosting scene
  47845. * @returns the environment BRDF texture
  47846. */
  47847. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  47848. private static _environmentBRDFBase64Texture;
  47849. }
  47850. }
  47851. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  47852. import { Nullable } from "babylonjs/types";
  47853. import { Color3 } from "babylonjs/Maths/math.color";
  47854. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47855. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47856. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47857. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47858. import { Engine } from "babylonjs/Engines/engine";
  47859. import { Scene } from "babylonjs/scene";
  47860. /**
  47861. * @hidden
  47862. */
  47863. export interface IMaterialClearCoatDefines {
  47864. CLEARCOAT: boolean;
  47865. CLEARCOAT_DEFAULTIOR: boolean;
  47866. CLEARCOAT_TEXTURE: boolean;
  47867. CLEARCOAT_TEXTUREDIRECTUV: number;
  47868. CLEARCOAT_BUMP: boolean;
  47869. CLEARCOAT_BUMPDIRECTUV: number;
  47870. CLEARCOAT_TINT: boolean;
  47871. CLEARCOAT_TINT_TEXTURE: boolean;
  47872. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47873. /** @hidden */
  47874. _areTexturesDirty: boolean;
  47875. }
  47876. /**
  47877. * Define the code related to the clear coat parameters of the pbr material.
  47878. */
  47879. export class PBRClearCoatConfiguration {
  47880. /**
  47881. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47882. * The default fits with a polyurethane material.
  47883. */
  47884. private static readonly _DefaultIndexOfRefraction;
  47885. private _isEnabled;
  47886. /**
  47887. * Defines if the clear coat is enabled in the material.
  47888. */
  47889. isEnabled: boolean;
  47890. /**
  47891. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  47892. */
  47893. intensity: number;
  47894. /**
  47895. * Defines the clear coat layer roughness.
  47896. */
  47897. roughness: number;
  47898. private _indexOfRefraction;
  47899. /**
  47900. * Defines the index of refraction of the clear coat.
  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. * Changing the default value is more performance intensive.
  47904. */
  47905. indexOfRefraction: number;
  47906. private _texture;
  47907. /**
  47908. * Stores the clear coat values in a texture.
  47909. */
  47910. texture: Nullable<BaseTexture>;
  47911. private _bumpTexture;
  47912. /**
  47913. * Define the clear coat specific bump texture.
  47914. */
  47915. bumpTexture: Nullable<BaseTexture>;
  47916. private _isTintEnabled;
  47917. /**
  47918. * Defines if the clear coat tint is enabled in the material.
  47919. */
  47920. isTintEnabled: boolean;
  47921. /**
  47922. * Defines the clear coat tint of the material.
  47923. * This is only use if tint is enabled
  47924. */
  47925. tintColor: Color3;
  47926. /**
  47927. * Defines the distance at which the tint color should be found in the
  47928. * clear coat media.
  47929. * This is only use if tint is enabled
  47930. */
  47931. tintColorAtDistance: number;
  47932. /**
  47933. * Defines the clear coat layer thickness.
  47934. * This is only use if tint is enabled
  47935. */
  47936. tintThickness: number;
  47937. private _tintTexture;
  47938. /**
  47939. * Stores the clear tint values in a texture.
  47940. * rgb is tint
  47941. * a is a thickness factor
  47942. */
  47943. tintTexture: Nullable<BaseTexture>;
  47944. /** @hidden */
  47945. private _internalMarkAllSubMeshesAsTexturesDirty;
  47946. /** @hidden */
  47947. _markAllSubMeshesAsTexturesDirty(): void;
  47948. /**
  47949. * Instantiate a new istance of clear coat configuration.
  47950. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47951. */
  47952. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47953. /**
  47954. * Gets wehter the submesh is ready to be used or not.
  47955. * @param defines the list of "defines" to update.
  47956. * @param scene defines the scene the material belongs to.
  47957. * @param engine defines the engine the material belongs to.
  47958. * @param disableBumpMap defines wether the material disables bump or not.
  47959. * @returns - boolean indicating that the submesh is ready or not.
  47960. */
  47961. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47962. /**
  47963. * Checks to see if a texture is used in the material.
  47964. * @param defines the list of "defines" to update.
  47965. * @param scene defines the scene to the material belongs to.
  47966. */
  47967. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47968. /**
  47969. * Binds the material data.
  47970. * @param uniformBuffer defines the Uniform buffer to fill in.
  47971. * @param scene defines the scene the material belongs to.
  47972. * @param engine defines the engine the material belongs to.
  47973. * @param disableBumpMap defines wether the material disables bump or not.
  47974. * @param isFrozen defines wether the material is frozen or not.
  47975. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47976. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47977. */
  47978. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47979. /**
  47980. * Checks to see if a texture is used in the material.
  47981. * @param texture - Base texture to use.
  47982. * @returns - Boolean specifying if a texture is used in the material.
  47983. */
  47984. hasTexture(texture: BaseTexture): boolean;
  47985. /**
  47986. * Returns an array of the actively used textures.
  47987. * @param activeTextures Array of BaseTextures
  47988. */
  47989. getActiveTextures(activeTextures: BaseTexture[]): void;
  47990. /**
  47991. * Returns the animatable textures.
  47992. * @param animatables Array of animatable textures.
  47993. */
  47994. getAnimatables(animatables: IAnimatable[]): void;
  47995. /**
  47996. * Disposes the resources of the material.
  47997. * @param forceDisposeTextures - Forces the disposal of all textures.
  47998. */
  47999. dispose(forceDisposeTextures?: boolean): void;
  48000. /**
  48001. * Get the current class name of the texture useful for serialization or dynamic coding.
  48002. * @returns "PBRClearCoatConfiguration"
  48003. */
  48004. getClassName(): string;
  48005. /**
  48006. * Add fallbacks to the effect fallbacks list.
  48007. * @param defines defines the Base texture to use.
  48008. * @param fallbacks defines the current fallback list.
  48009. * @param currentRank defines the current fallback rank.
  48010. * @returns the new fallback rank.
  48011. */
  48012. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48013. /**
  48014. * Add the required uniforms to the current list.
  48015. * @param uniforms defines the current uniform list.
  48016. */
  48017. static AddUniforms(uniforms: string[]): void;
  48018. /**
  48019. * Add the required samplers to the current list.
  48020. * @param samplers defines the current sampler list.
  48021. */
  48022. static AddSamplers(samplers: string[]): void;
  48023. /**
  48024. * Add the required uniforms to the current buffer.
  48025. * @param uniformBuffer defines the current uniform buffer.
  48026. */
  48027. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48028. /**
  48029. * Makes a duplicate of the current configuration into another one.
  48030. * @param clearCoatConfiguration define the config where to copy the info
  48031. */
  48032. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  48033. /**
  48034. * Serializes this clear coat configuration.
  48035. * @returns - An object with the serialized config.
  48036. */
  48037. serialize(): any;
  48038. /**
  48039. * Parses a anisotropy Configuration from a serialized object.
  48040. * @param source - Serialized object.
  48041. * @param scene Defines the scene we are parsing for
  48042. * @param rootUrl Defines the rootUrl to load from
  48043. */
  48044. parse(source: any, scene: Scene, rootUrl: string): void;
  48045. }
  48046. }
  48047. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  48048. import { EffectFallbacks } from "babylonjs/Materials/effect";
  48049. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48050. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48051. import { Vector2 } from "babylonjs/Maths/math.vector";
  48052. import { Scene } from "babylonjs/scene";
  48053. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48054. import { Nullable } from "babylonjs/types";
  48055. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48056. /**
  48057. * @hidden
  48058. */
  48059. export interface IMaterialAnisotropicDefines {
  48060. ANISOTROPIC: boolean;
  48061. ANISOTROPIC_TEXTURE: boolean;
  48062. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48063. MAINUV1: boolean;
  48064. _areTexturesDirty: boolean;
  48065. _needUVs: boolean;
  48066. }
  48067. /**
  48068. * Define the code related to the anisotropic parameters of the pbr material.
  48069. */
  48070. export class PBRAnisotropicConfiguration {
  48071. private _isEnabled;
  48072. /**
  48073. * Defines if the anisotropy is enabled in the material.
  48074. */
  48075. isEnabled: boolean;
  48076. /**
  48077. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  48078. */
  48079. intensity: number;
  48080. /**
  48081. * Defines if the effect is along the tangents, bitangents or in between.
  48082. * By default, the effect is "strectching" the highlights along the tangents.
  48083. */
  48084. direction: Vector2;
  48085. private _texture;
  48086. /**
  48087. * Stores the anisotropy values in a texture.
  48088. * rg is direction (like normal from -1 to 1)
  48089. * b is a intensity
  48090. */
  48091. texture: Nullable<BaseTexture>;
  48092. /** @hidden */
  48093. private _internalMarkAllSubMeshesAsTexturesDirty;
  48094. /** @hidden */
  48095. _markAllSubMeshesAsTexturesDirty(): void;
  48096. /**
  48097. * Instantiate a new istance of anisotropy configuration.
  48098. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48099. */
  48100. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48101. /**
  48102. * Specifies that the submesh is ready to be used.
  48103. * @param defines the list of "defines" to update.
  48104. * @param scene defines the scene the material belongs to.
  48105. * @returns - boolean indicating that the submesh is ready or not.
  48106. */
  48107. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  48108. /**
  48109. * Checks to see if a texture is used in the material.
  48110. * @param defines the list of "defines" to update.
  48111. * @param mesh the mesh we are preparing the defines for.
  48112. * @param scene defines the scene the material belongs to.
  48113. */
  48114. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  48115. /**
  48116. * Binds the material data.
  48117. * @param uniformBuffer defines the Uniform buffer to fill in.
  48118. * @param scene defines the scene the material belongs to.
  48119. * @param isFrozen defines wether the material is frozen or not.
  48120. */
  48121. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  48122. /**
  48123. * Checks to see if a texture is used in the material.
  48124. * @param texture - Base texture to use.
  48125. * @returns - Boolean specifying if a texture is used in the material.
  48126. */
  48127. hasTexture(texture: BaseTexture): boolean;
  48128. /**
  48129. * Returns an array of the actively used textures.
  48130. * @param activeTextures Array of BaseTextures
  48131. */
  48132. getActiveTextures(activeTextures: BaseTexture[]): void;
  48133. /**
  48134. * Returns the animatable textures.
  48135. * @param animatables Array of animatable textures.
  48136. */
  48137. getAnimatables(animatables: IAnimatable[]): void;
  48138. /**
  48139. * Disposes the resources of the material.
  48140. * @param forceDisposeTextures - Forces the disposal of all textures.
  48141. */
  48142. dispose(forceDisposeTextures?: boolean): void;
  48143. /**
  48144. * Get the current class name of the texture useful for serialization or dynamic coding.
  48145. * @returns "PBRAnisotropicConfiguration"
  48146. */
  48147. getClassName(): string;
  48148. /**
  48149. * Add fallbacks to the effect fallbacks list.
  48150. * @param defines defines the Base texture to use.
  48151. * @param fallbacks defines the current fallback list.
  48152. * @param currentRank defines the current fallback rank.
  48153. * @returns the new fallback rank.
  48154. */
  48155. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48156. /**
  48157. * Add the required uniforms to the current list.
  48158. * @param uniforms defines the current uniform list.
  48159. */
  48160. static AddUniforms(uniforms: string[]): void;
  48161. /**
  48162. * Add the required uniforms to the current buffer.
  48163. * @param uniformBuffer defines the current uniform buffer.
  48164. */
  48165. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48166. /**
  48167. * Add the required samplers to the current list.
  48168. * @param samplers defines the current sampler list.
  48169. */
  48170. static AddSamplers(samplers: string[]): void;
  48171. /**
  48172. * Makes a duplicate of the current configuration into another one.
  48173. * @param anisotropicConfiguration define the config where to copy the info
  48174. */
  48175. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  48176. /**
  48177. * Serializes this anisotropy configuration.
  48178. * @returns - An object with the serialized config.
  48179. */
  48180. serialize(): any;
  48181. /**
  48182. * Parses a anisotropy Configuration from a serialized object.
  48183. * @param source - Serialized object.
  48184. * @param scene Defines the scene we are parsing for
  48185. * @param rootUrl Defines the rootUrl to load from
  48186. */
  48187. parse(source: any, scene: Scene, rootUrl: string): void;
  48188. }
  48189. }
  48190. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  48191. import { Scene } from "babylonjs/scene";
  48192. /**
  48193. * @hidden
  48194. */
  48195. export interface IMaterialBRDFDefines {
  48196. BRDF_V_HEIGHT_CORRELATED: boolean;
  48197. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48198. SPHERICAL_HARMONICS: boolean;
  48199. /** @hidden */
  48200. _areMiscDirty: boolean;
  48201. }
  48202. /**
  48203. * Define the code related to the BRDF parameters of the pbr material.
  48204. */
  48205. export class PBRBRDFConfiguration {
  48206. /**
  48207. * Default value used for the energy conservation.
  48208. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  48209. */
  48210. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  48211. /**
  48212. * Default value used for the Smith Visibility Height Correlated mode.
  48213. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  48214. */
  48215. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  48216. /**
  48217. * Default value used for the IBL diffuse part.
  48218. * This can help switching back to the polynomials mode globally which is a tiny bit
  48219. * less GPU intensive at the drawback of a lower quality.
  48220. */
  48221. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  48222. private _useEnergyConservation;
  48223. /**
  48224. * Defines if the material uses energy conservation.
  48225. */
  48226. useEnergyConservation: boolean;
  48227. private _useSmithVisibilityHeightCorrelated;
  48228. /**
  48229. * LEGACY Mode set to false
  48230. * Defines if the material uses height smith correlated visibility term.
  48231. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  48232. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  48233. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  48234. * Not relying on height correlated will also disable energy conservation.
  48235. */
  48236. useSmithVisibilityHeightCorrelated: boolean;
  48237. private _useSphericalHarmonics;
  48238. /**
  48239. * LEGACY Mode set to false
  48240. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  48241. * diffuse part of the IBL.
  48242. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  48243. * to the ground truth.
  48244. */
  48245. useSphericalHarmonics: boolean;
  48246. /** @hidden */
  48247. private _internalMarkAllSubMeshesAsMiscDirty;
  48248. /** @hidden */
  48249. _markAllSubMeshesAsMiscDirty(): void;
  48250. /**
  48251. * Instantiate a new istance of clear coat configuration.
  48252. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  48253. */
  48254. constructor(markAllSubMeshesAsMiscDirty: () => void);
  48255. /**
  48256. * Checks to see if a texture is used in the material.
  48257. * @param defines the list of "defines" to update.
  48258. */
  48259. prepareDefines(defines: IMaterialBRDFDefines): void;
  48260. /**
  48261. * Get the current class name of the texture useful for serialization or dynamic coding.
  48262. * @returns "PBRClearCoatConfiguration"
  48263. */
  48264. getClassName(): string;
  48265. /**
  48266. * Makes a duplicate of the current configuration into another one.
  48267. * @param brdfConfiguration define the config where to copy the info
  48268. */
  48269. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  48270. /**
  48271. * Serializes this BRDF configuration.
  48272. * @returns - An object with the serialized config.
  48273. */
  48274. serialize(): any;
  48275. /**
  48276. * Parses a anisotropy Configuration from a serialized object.
  48277. * @param source - Serialized object.
  48278. * @param scene Defines the scene we are parsing for
  48279. * @param rootUrl Defines the rootUrl to load from
  48280. */
  48281. parse(source: any, scene: Scene, rootUrl: string): void;
  48282. }
  48283. }
  48284. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  48285. import { EffectFallbacks } from "babylonjs/Materials/effect";
  48286. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48287. import { Color3 } from "babylonjs/Maths/math.color";
  48288. import { Scene } from "babylonjs/scene";
  48289. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48290. import { Nullable } from "babylonjs/types";
  48291. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48292. /**
  48293. * @hidden
  48294. */
  48295. export interface IMaterialSheenDefines {
  48296. SHEEN: boolean;
  48297. SHEEN_TEXTURE: boolean;
  48298. SHEEN_TEXTUREDIRECTUV: number;
  48299. SHEEN_LINKWITHALBEDO: boolean;
  48300. /** @hidden */
  48301. _areTexturesDirty: boolean;
  48302. }
  48303. /**
  48304. * Define the code related to the Sheen parameters of the pbr material.
  48305. */
  48306. export class PBRSheenConfiguration {
  48307. private _isEnabled;
  48308. /**
  48309. * Defines if the material uses sheen.
  48310. */
  48311. isEnabled: boolean;
  48312. private _linkSheenWithAlbedo;
  48313. /**
  48314. * Defines if the sheen is linked to the sheen color.
  48315. */
  48316. linkSheenWithAlbedo: boolean;
  48317. /**
  48318. * Defines the sheen intensity.
  48319. */
  48320. intensity: number;
  48321. /**
  48322. * Defines the sheen color.
  48323. */
  48324. color: Color3;
  48325. private _texture;
  48326. /**
  48327. * Stores the sheen tint values in a texture.
  48328. * rgb is tint
  48329. * a is a intensity
  48330. */
  48331. texture: Nullable<BaseTexture>;
  48332. /** @hidden */
  48333. private _internalMarkAllSubMeshesAsTexturesDirty;
  48334. /** @hidden */
  48335. _markAllSubMeshesAsTexturesDirty(): void;
  48336. /**
  48337. * Instantiate a new istance of clear coat configuration.
  48338. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48339. */
  48340. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48341. /**
  48342. * Specifies that the submesh is ready to be used.
  48343. * @param defines the list of "defines" to update.
  48344. * @param scene defines the scene the material belongs to.
  48345. * @returns - boolean indicating that the submesh is ready or not.
  48346. */
  48347. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  48348. /**
  48349. * Checks to see if a texture is used in the material.
  48350. * @param defines the list of "defines" to update.
  48351. * @param scene defines the scene the material belongs to.
  48352. */
  48353. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  48354. /**
  48355. * Binds the material data.
  48356. * @param uniformBuffer defines the Uniform buffer to fill in.
  48357. * @param scene defines the scene the material belongs to.
  48358. * @param isFrozen defines wether the material is frozen or not.
  48359. */
  48360. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  48361. /**
  48362. * Checks to see if a texture is used in the material.
  48363. * @param texture - Base texture to use.
  48364. * @returns - Boolean specifying if a texture is used in the material.
  48365. */
  48366. hasTexture(texture: BaseTexture): boolean;
  48367. /**
  48368. * Returns an array of the actively used textures.
  48369. * @param activeTextures Array of BaseTextures
  48370. */
  48371. getActiveTextures(activeTextures: BaseTexture[]): void;
  48372. /**
  48373. * Returns the animatable textures.
  48374. * @param animatables Array of animatable textures.
  48375. */
  48376. getAnimatables(animatables: IAnimatable[]): void;
  48377. /**
  48378. * Disposes the resources of the material.
  48379. * @param forceDisposeTextures - Forces the disposal of all textures.
  48380. */
  48381. dispose(forceDisposeTextures?: boolean): void;
  48382. /**
  48383. * Get the current class name of the texture useful for serialization or dynamic coding.
  48384. * @returns "PBRSheenConfiguration"
  48385. */
  48386. getClassName(): string;
  48387. /**
  48388. * Add fallbacks to the effect fallbacks list.
  48389. * @param defines defines the Base texture to use.
  48390. * @param fallbacks defines the current fallback list.
  48391. * @param currentRank defines the current fallback rank.
  48392. * @returns the new fallback rank.
  48393. */
  48394. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48395. /**
  48396. * Add the required uniforms to the current list.
  48397. * @param uniforms defines the current uniform list.
  48398. */
  48399. static AddUniforms(uniforms: string[]): void;
  48400. /**
  48401. * Add the required uniforms to the current buffer.
  48402. * @param uniformBuffer defines the current uniform buffer.
  48403. */
  48404. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48405. /**
  48406. * Add the required samplers to the current list.
  48407. * @param samplers defines the current sampler list.
  48408. */
  48409. static AddSamplers(samplers: string[]): void;
  48410. /**
  48411. * Makes a duplicate of the current configuration into another one.
  48412. * @param sheenConfiguration define the config where to copy the info
  48413. */
  48414. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  48415. /**
  48416. * Serializes this BRDF configuration.
  48417. * @returns - An object with the serialized config.
  48418. */
  48419. serialize(): any;
  48420. /**
  48421. * Parses a anisotropy Configuration from a serialized object.
  48422. * @param source - Serialized object.
  48423. * @param scene Defines the scene we are parsing for
  48424. * @param rootUrl Defines the rootUrl to load from
  48425. */
  48426. parse(source: any, scene: Scene, rootUrl: string): void;
  48427. }
  48428. }
  48429. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  48430. import { Nullable } from "babylonjs/types";
  48431. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48432. import { Color3 } from "babylonjs/Maths/math.color";
  48433. import { SmartArray } from "babylonjs/Misc/smartArray";
  48434. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48435. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  48436. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  48437. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48438. import { Engine } from "babylonjs/Engines/engine";
  48439. import { Scene } from "babylonjs/scene";
  48440. /**
  48441. * @hidden
  48442. */
  48443. export interface IMaterialSubSurfaceDefines {
  48444. SUBSURFACE: boolean;
  48445. SS_REFRACTION: boolean;
  48446. SS_TRANSLUCENCY: boolean;
  48447. SS_SCATERRING: boolean;
  48448. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48449. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48450. SS_REFRACTIONMAP_3D: boolean;
  48451. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48452. SS_LODINREFRACTIONALPHA: boolean;
  48453. SS_GAMMAREFRACTION: boolean;
  48454. SS_RGBDREFRACTION: boolean;
  48455. SS_LINEARSPECULARREFRACTION: boolean;
  48456. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48457. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48458. /** @hidden */
  48459. _areTexturesDirty: boolean;
  48460. }
  48461. /**
  48462. * Define the code related to the sub surface parameters of the pbr material.
  48463. */
  48464. export class PBRSubSurfaceConfiguration {
  48465. private _isRefractionEnabled;
  48466. /**
  48467. * Defines if the refraction is enabled in the material.
  48468. */
  48469. isRefractionEnabled: boolean;
  48470. private _isTranslucencyEnabled;
  48471. /**
  48472. * Defines if the translucency is enabled in the material.
  48473. */
  48474. isTranslucencyEnabled: boolean;
  48475. private _isScatteringEnabled;
  48476. /**
  48477. * Defines the refraction intensity of the material.
  48478. * The refraction when enabled replaces the Diffuse part of the material.
  48479. * The intensity helps transitionning between diffuse and refraction.
  48480. */
  48481. refractionIntensity: number;
  48482. /**
  48483. * Defines the translucency intensity of the material.
  48484. * When translucency has been enabled, this defines how much of the "translucency"
  48485. * is addded to the diffuse part of the material.
  48486. */
  48487. translucencyIntensity: number;
  48488. /**
  48489. * Defines the scattering intensity of the material.
  48490. * When scattering has been enabled, this defines how much of the "scattered light"
  48491. * is addded to the diffuse part of the material.
  48492. */
  48493. scatteringIntensity: number;
  48494. private _thicknessTexture;
  48495. /**
  48496. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  48497. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  48498. * 0 would mean minimumThickness
  48499. * 1 would mean maximumThickness
  48500. * The other channels might be use as a mask to vary the different effects intensity.
  48501. */
  48502. thicknessTexture: Nullable<BaseTexture>;
  48503. private _refractionTexture;
  48504. /**
  48505. * Defines the texture to use for refraction.
  48506. */
  48507. refractionTexture: Nullable<BaseTexture>;
  48508. private _indexOfRefraction;
  48509. /**
  48510. * Defines the index of refraction used in the material.
  48511. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  48512. */
  48513. indexOfRefraction: number;
  48514. private _invertRefractionY;
  48515. /**
  48516. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48517. */
  48518. invertRefractionY: boolean;
  48519. private _linkRefractionWithTransparency;
  48520. /**
  48521. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48522. * Materials half opaque for instance using refraction could benefit from this control.
  48523. */
  48524. linkRefractionWithTransparency: boolean;
  48525. /**
  48526. * Defines the minimum thickness stored in the thickness map.
  48527. * If no thickness map is defined, this value will be used to simulate thickness.
  48528. */
  48529. minimumThickness: number;
  48530. /**
  48531. * Defines the maximum thickness stored in the thickness map.
  48532. */
  48533. maximumThickness: number;
  48534. /**
  48535. * Defines the volume tint of the material.
  48536. * This is used for both translucency and scattering.
  48537. */
  48538. tintColor: Color3;
  48539. /**
  48540. * Defines the distance at which the tint color should be found in the media.
  48541. * This is used for refraction only.
  48542. */
  48543. tintColorAtDistance: number;
  48544. /**
  48545. * Defines how far each channel transmit through the media.
  48546. * It is defined as a color to simplify it selection.
  48547. */
  48548. diffusionDistance: Color3;
  48549. private _useMaskFromThicknessTexture;
  48550. /**
  48551. * Stores the intensity of the different subsurface effects in the thickness texture.
  48552. * * the green channel is the translucency intensity.
  48553. * * the blue channel is the scattering intensity.
  48554. * * the alpha channel is the refraction intensity.
  48555. */
  48556. useMaskFromThicknessTexture: boolean;
  48557. /** @hidden */
  48558. private _internalMarkAllSubMeshesAsTexturesDirty;
  48559. /** @hidden */
  48560. _markAllSubMeshesAsTexturesDirty(): void;
  48561. /**
  48562. * Instantiate a new istance of sub surface configuration.
  48563. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48564. */
  48565. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48566. /**
  48567. * Gets wehter the submesh is ready to be used or not.
  48568. * @param defines the list of "defines" to update.
  48569. * @param scene defines the scene the material belongs to.
  48570. * @returns - boolean indicating that the submesh is ready or not.
  48571. */
  48572. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  48573. /**
  48574. * Checks to see if a texture is used in the material.
  48575. * @param defines the list of "defines" to update.
  48576. * @param scene defines the scene to the material belongs to.
  48577. */
  48578. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  48579. /**
  48580. * Binds the material data.
  48581. * @param uniformBuffer defines the Uniform buffer to fill in.
  48582. * @param scene defines the scene the material belongs to.
  48583. * @param engine defines the engine the material belongs to.
  48584. * @param isFrozen defines wether the material is frozen or not.
  48585. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  48586. */
  48587. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  48588. /**
  48589. * Unbinds the material from the mesh.
  48590. * @param activeEffect defines the effect that should be unbound from.
  48591. * @returns true if unbound, otherwise false
  48592. */
  48593. unbind(activeEffect: Effect): boolean;
  48594. /**
  48595. * Returns the texture used for refraction or null if none is used.
  48596. * @param scene defines the scene the material belongs to.
  48597. * @returns - Refraction texture if present. If no refraction texture and refraction
  48598. * is linked with transparency, returns environment texture. Otherwise, returns null.
  48599. */
  48600. private _getRefractionTexture;
  48601. /**
  48602. * Returns true if alpha blending should be disabled.
  48603. */
  48604. readonly disableAlphaBlending: boolean;
  48605. /**
  48606. * Fills the list of render target textures.
  48607. * @param renderTargets the list of render targets to update
  48608. */
  48609. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  48610. /**
  48611. * Checks to see if a texture is used in the material.
  48612. * @param texture - Base texture to use.
  48613. * @returns - Boolean specifying if a texture is used in the material.
  48614. */
  48615. hasTexture(texture: BaseTexture): boolean;
  48616. /**
  48617. * Gets a boolean indicating that current material needs to register RTT
  48618. * @returns true if this uses a render target otherwise false.
  48619. */
  48620. hasRenderTargetTextures(): boolean;
  48621. /**
  48622. * Returns an array of the actively used textures.
  48623. * @param activeTextures Array of BaseTextures
  48624. */
  48625. getActiveTextures(activeTextures: BaseTexture[]): void;
  48626. /**
  48627. * Returns the animatable textures.
  48628. * @param animatables Array of animatable textures.
  48629. */
  48630. getAnimatables(animatables: IAnimatable[]): void;
  48631. /**
  48632. * Disposes the resources of the material.
  48633. * @param forceDisposeTextures - Forces the disposal of all textures.
  48634. */
  48635. dispose(forceDisposeTextures?: boolean): void;
  48636. /**
  48637. * Get the current class name of the texture useful for serialization or dynamic coding.
  48638. * @returns "PBRSubSurfaceConfiguration"
  48639. */
  48640. getClassName(): string;
  48641. /**
  48642. * Add fallbacks to the effect fallbacks list.
  48643. * @param defines defines the Base texture to use.
  48644. * @param fallbacks defines the current fallback list.
  48645. * @param currentRank defines the current fallback rank.
  48646. * @returns the new fallback rank.
  48647. */
  48648. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48649. /**
  48650. * Add the required uniforms to the current list.
  48651. * @param uniforms defines the current uniform list.
  48652. */
  48653. static AddUniforms(uniforms: string[]): void;
  48654. /**
  48655. * Add the required samplers to the current list.
  48656. * @param samplers defines the current sampler list.
  48657. */
  48658. static AddSamplers(samplers: string[]): void;
  48659. /**
  48660. * Add the required uniforms to the current buffer.
  48661. * @param uniformBuffer defines the current uniform buffer.
  48662. */
  48663. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48664. /**
  48665. * Makes a duplicate of the current configuration into another one.
  48666. * @param configuration define the config where to copy the info
  48667. */
  48668. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  48669. /**
  48670. * Serializes this Sub Surface configuration.
  48671. * @returns - An object with the serialized config.
  48672. */
  48673. serialize(): any;
  48674. /**
  48675. * Parses a anisotropy Configuration from a serialized object.
  48676. * @param source - Serialized object.
  48677. * @param scene Defines the scene we are parsing for
  48678. * @param rootUrl Defines the rootUrl to load from
  48679. */
  48680. parse(source: any, scene: Scene, rootUrl: string): void;
  48681. }
  48682. }
  48683. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  48684. /** @hidden */
  48685. export var pbrFragmentDeclaration: {
  48686. name: string;
  48687. shader: string;
  48688. };
  48689. }
  48690. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  48691. /** @hidden */
  48692. export var pbrUboDeclaration: {
  48693. name: string;
  48694. shader: string;
  48695. };
  48696. }
  48697. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  48698. /** @hidden */
  48699. export var pbrFragmentExtraDeclaration: {
  48700. name: string;
  48701. shader: string;
  48702. };
  48703. }
  48704. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  48705. /** @hidden */
  48706. export var pbrFragmentSamplersDeclaration: {
  48707. name: string;
  48708. shader: string;
  48709. };
  48710. }
  48711. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  48712. /** @hidden */
  48713. export var pbrHelperFunctions: {
  48714. name: string;
  48715. shader: string;
  48716. };
  48717. }
  48718. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  48719. /** @hidden */
  48720. export var harmonicsFunctions: {
  48721. name: string;
  48722. shader: string;
  48723. };
  48724. }
  48725. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  48726. /** @hidden */
  48727. export var pbrDirectLightingSetupFunctions: {
  48728. name: string;
  48729. shader: string;
  48730. };
  48731. }
  48732. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  48733. /** @hidden */
  48734. export var pbrDirectLightingFalloffFunctions: {
  48735. name: string;
  48736. shader: string;
  48737. };
  48738. }
  48739. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  48740. /** @hidden */
  48741. export var pbrBRDFFunctions: {
  48742. name: string;
  48743. shader: string;
  48744. };
  48745. }
  48746. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  48747. /** @hidden */
  48748. export var pbrDirectLightingFunctions: {
  48749. name: string;
  48750. shader: string;
  48751. };
  48752. }
  48753. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  48754. /** @hidden */
  48755. export var pbrIBLFunctions: {
  48756. name: string;
  48757. shader: string;
  48758. };
  48759. }
  48760. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  48761. /** @hidden */
  48762. export var pbrDebug: {
  48763. name: string;
  48764. shader: string;
  48765. };
  48766. }
  48767. declare module "babylonjs/Shaders/pbr.fragment" {
  48768. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  48769. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48770. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  48771. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48772. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48773. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  48774. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48775. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48776. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48777. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48778. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48779. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  48780. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48781. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48782. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48783. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  48784. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  48785. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  48786. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  48787. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  48788. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  48789. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48790. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48791. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  48792. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  48793. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48794. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  48795. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48796. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  48797. /** @hidden */
  48798. export var pbrPixelShader: {
  48799. name: string;
  48800. shader: string;
  48801. };
  48802. }
  48803. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  48804. /** @hidden */
  48805. export var pbrVertexDeclaration: {
  48806. name: string;
  48807. shader: string;
  48808. };
  48809. }
  48810. declare module "babylonjs/Shaders/pbr.vertex" {
  48811. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  48812. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48813. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48814. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48815. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48816. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48817. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  48818. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48819. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48820. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48821. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48822. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  48823. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  48824. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48825. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  48826. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48827. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48828. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  48829. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48830. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48831. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48832. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  48833. /** @hidden */
  48834. export var pbrVertexShader: {
  48835. name: string;
  48836. shader: string;
  48837. };
  48838. }
  48839. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  48840. import { Nullable } from "babylonjs/types";
  48841. import { Scene } from "babylonjs/scene";
  48842. import { Matrix } from "babylonjs/Maths/math.vector";
  48843. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48844. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48845. import { Mesh } from "babylonjs/Meshes/mesh";
  48846. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  48847. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  48848. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  48849. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  48850. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  48851. import { Color3 } from "babylonjs/Maths/math.color";
  48852. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  48853. import { Material } from "babylonjs/Materials/material";
  48854. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  48855. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48856. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48857. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48858. import "babylonjs/Shaders/pbr.fragment";
  48859. import "babylonjs/Shaders/pbr.vertex";
  48860. /**
  48861. * Manages the defines for the PBR Material.
  48862. * @hidden
  48863. */
  48864. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  48865. PBR: boolean;
  48866. MAINUV1: boolean;
  48867. MAINUV2: boolean;
  48868. UV1: boolean;
  48869. UV2: boolean;
  48870. ALBEDO: boolean;
  48871. ALBEDODIRECTUV: number;
  48872. VERTEXCOLOR: boolean;
  48873. AMBIENT: boolean;
  48874. AMBIENTDIRECTUV: number;
  48875. AMBIENTINGRAYSCALE: boolean;
  48876. OPACITY: boolean;
  48877. VERTEXALPHA: boolean;
  48878. OPACITYDIRECTUV: number;
  48879. OPACITYRGB: boolean;
  48880. ALPHATEST: boolean;
  48881. DEPTHPREPASS: boolean;
  48882. ALPHABLEND: boolean;
  48883. ALPHAFROMALBEDO: boolean;
  48884. ALPHATESTVALUE: string;
  48885. SPECULAROVERALPHA: boolean;
  48886. RADIANCEOVERALPHA: boolean;
  48887. ALPHAFRESNEL: boolean;
  48888. LINEARALPHAFRESNEL: boolean;
  48889. PREMULTIPLYALPHA: boolean;
  48890. EMISSIVE: boolean;
  48891. EMISSIVEDIRECTUV: number;
  48892. REFLECTIVITY: boolean;
  48893. REFLECTIVITYDIRECTUV: number;
  48894. SPECULARTERM: boolean;
  48895. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48896. MICROSURFACEAUTOMATIC: boolean;
  48897. LODBASEDMICROSFURACE: boolean;
  48898. MICROSURFACEMAP: boolean;
  48899. MICROSURFACEMAPDIRECTUV: number;
  48900. METALLICWORKFLOW: boolean;
  48901. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48902. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48903. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48904. AOSTOREINMETALMAPRED: boolean;
  48905. ENVIRONMENTBRDF: boolean;
  48906. ENVIRONMENTBRDF_RGBD: boolean;
  48907. NORMAL: boolean;
  48908. TANGENT: boolean;
  48909. BUMP: boolean;
  48910. BUMPDIRECTUV: number;
  48911. OBJECTSPACE_NORMALMAP: boolean;
  48912. PARALLAX: boolean;
  48913. PARALLAXOCCLUSION: boolean;
  48914. NORMALXYSCALE: boolean;
  48915. LIGHTMAP: boolean;
  48916. LIGHTMAPDIRECTUV: number;
  48917. USELIGHTMAPASSHADOWMAP: boolean;
  48918. GAMMALIGHTMAP: boolean;
  48919. RGBDLIGHTMAP: boolean;
  48920. REFLECTION: boolean;
  48921. REFLECTIONMAP_3D: boolean;
  48922. REFLECTIONMAP_SPHERICAL: boolean;
  48923. REFLECTIONMAP_PLANAR: boolean;
  48924. REFLECTIONMAP_CUBIC: boolean;
  48925. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48926. REFLECTIONMAP_PROJECTION: boolean;
  48927. REFLECTIONMAP_SKYBOX: boolean;
  48928. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48929. REFLECTIONMAP_EXPLICIT: boolean;
  48930. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48931. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48932. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48933. INVERTCUBICMAP: boolean;
  48934. USESPHERICALFROMREFLECTIONMAP: boolean;
  48935. USEIRRADIANCEMAP: boolean;
  48936. SPHERICAL_HARMONICS: boolean;
  48937. USESPHERICALINVERTEX: boolean;
  48938. REFLECTIONMAP_OPPOSITEZ: boolean;
  48939. LODINREFLECTIONALPHA: boolean;
  48940. GAMMAREFLECTION: boolean;
  48941. RGBDREFLECTION: boolean;
  48942. LINEARSPECULARREFLECTION: boolean;
  48943. RADIANCEOCCLUSION: boolean;
  48944. HORIZONOCCLUSION: boolean;
  48945. INSTANCES: boolean;
  48946. NUM_BONE_INFLUENCERS: number;
  48947. BonesPerMesh: number;
  48948. BONETEXTURE: boolean;
  48949. NONUNIFORMSCALING: boolean;
  48950. MORPHTARGETS: boolean;
  48951. MORPHTARGETS_NORMAL: boolean;
  48952. MORPHTARGETS_TANGENT: boolean;
  48953. MORPHTARGETS_UV: boolean;
  48954. NUM_MORPH_INFLUENCERS: number;
  48955. IMAGEPROCESSING: boolean;
  48956. VIGNETTE: boolean;
  48957. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48958. VIGNETTEBLENDMODEOPAQUE: boolean;
  48959. TONEMAPPING: boolean;
  48960. TONEMAPPING_ACES: boolean;
  48961. CONTRAST: boolean;
  48962. COLORCURVES: boolean;
  48963. COLORGRADING: boolean;
  48964. COLORGRADING3D: boolean;
  48965. SAMPLER3DGREENDEPTH: boolean;
  48966. SAMPLER3DBGRMAP: boolean;
  48967. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48968. EXPOSURE: boolean;
  48969. MULTIVIEW: boolean;
  48970. USEPHYSICALLIGHTFALLOFF: boolean;
  48971. USEGLTFLIGHTFALLOFF: boolean;
  48972. TWOSIDEDLIGHTING: boolean;
  48973. SHADOWFLOAT: boolean;
  48974. CLIPPLANE: boolean;
  48975. CLIPPLANE2: boolean;
  48976. CLIPPLANE3: boolean;
  48977. CLIPPLANE4: boolean;
  48978. POINTSIZE: boolean;
  48979. FOG: boolean;
  48980. LOGARITHMICDEPTH: boolean;
  48981. FORCENORMALFORWARD: boolean;
  48982. SPECULARAA: boolean;
  48983. CLEARCOAT: boolean;
  48984. CLEARCOAT_DEFAULTIOR: boolean;
  48985. CLEARCOAT_TEXTURE: boolean;
  48986. CLEARCOAT_TEXTUREDIRECTUV: number;
  48987. CLEARCOAT_BUMP: boolean;
  48988. CLEARCOAT_BUMPDIRECTUV: number;
  48989. CLEARCOAT_TINT: boolean;
  48990. CLEARCOAT_TINT_TEXTURE: boolean;
  48991. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48992. ANISOTROPIC: boolean;
  48993. ANISOTROPIC_TEXTURE: boolean;
  48994. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48995. BRDF_V_HEIGHT_CORRELATED: boolean;
  48996. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48997. SHEEN: boolean;
  48998. SHEEN_TEXTURE: boolean;
  48999. SHEEN_TEXTUREDIRECTUV: number;
  49000. SHEEN_LINKWITHALBEDO: boolean;
  49001. SUBSURFACE: boolean;
  49002. SS_REFRACTION: boolean;
  49003. SS_TRANSLUCENCY: boolean;
  49004. SS_SCATERRING: boolean;
  49005. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49006. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49007. SS_REFRACTIONMAP_3D: boolean;
  49008. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49009. SS_LODINREFRACTIONALPHA: boolean;
  49010. SS_GAMMAREFRACTION: boolean;
  49011. SS_RGBDREFRACTION: boolean;
  49012. SS_LINEARSPECULARREFRACTION: boolean;
  49013. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49014. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49015. UNLIT: boolean;
  49016. DEBUGMODE: number;
  49017. /**
  49018. * Initializes the PBR Material defines.
  49019. */
  49020. constructor();
  49021. /**
  49022. * Resets the PBR Material defines.
  49023. */
  49024. reset(): void;
  49025. }
  49026. /**
  49027. * The Physically based material base class of BJS.
  49028. *
  49029. * This offers the main features of a standard PBR material.
  49030. * For more information, please refer to the documentation :
  49031. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49032. */
  49033. export abstract class PBRBaseMaterial extends PushMaterial {
  49034. /**
  49035. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49036. */
  49037. static readonly PBRMATERIAL_OPAQUE: number;
  49038. /**
  49039. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49040. */
  49041. static readonly PBRMATERIAL_ALPHATEST: number;
  49042. /**
  49043. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49044. */
  49045. static readonly PBRMATERIAL_ALPHABLEND: number;
  49046. /**
  49047. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49048. * They are also discarded below the alpha cutoff threshold to improve performances.
  49049. */
  49050. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49051. /**
  49052. * Defines the default value of how much AO map is occluding the analytical lights
  49053. * (point spot...).
  49054. */
  49055. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49056. /**
  49057. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  49058. */
  49059. static readonly LIGHTFALLOFF_PHYSICAL: number;
  49060. /**
  49061. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  49062. * to enhance interoperability with other engines.
  49063. */
  49064. static readonly LIGHTFALLOFF_GLTF: number;
  49065. /**
  49066. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  49067. * to enhance interoperability with other materials.
  49068. */
  49069. static readonly LIGHTFALLOFF_STANDARD: number;
  49070. /**
  49071. * Intensity of the direct lights e.g. the four lights available in your scene.
  49072. * This impacts both the direct diffuse and specular highlights.
  49073. */
  49074. protected _directIntensity: number;
  49075. /**
  49076. * Intensity of the emissive part of the material.
  49077. * This helps controlling the emissive effect without modifying the emissive color.
  49078. */
  49079. protected _emissiveIntensity: number;
  49080. /**
  49081. * Intensity of the environment e.g. how much the environment will light the object
  49082. * either through harmonics for rough material or through the refelction for shiny ones.
  49083. */
  49084. protected _environmentIntensity: number;
  49085. /**
  49086. * This is a special control allowing the reduction of the specular highlights coming from the
  49087. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49088. */
  49089. protected _specularIntensity: number;
  49090. /**
  49091. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  49092. */
  49093. private _lightingInfos;
  49094. /**
  49095. * Debug Control allowing disabling the bump map on this material.
  49096. */
  49097. protected _disableBumpMap: boolean;
  49098. /**
  49099. * AKA Diffuse Texture in standard nomenclature.
  49100. */
  49101. protected _albedoTexture: Nullable<BaseTexture>;
  49102. /**
  49103. * AKA Occlusion Texture in other nomenclature.
  49104. */
  49105. protected _ambientTexture: Nullable<BaseTexture>;
  49106. /**
  49107. * AKA Occlusion Texture Intensity in other nomenclature.
  49108. */
  49109. protected _ambientTextureStrength: number;
  49110. /**
  49111. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49112. * 1 means it completely occludes it
  49113. * 0 mean it has no impact
  49114. */
  49115. protected _ambientTextureImpactOnAnalyticalLights: number;
  49116. /**
  49117. * Stores the alpha values in a texture.
  49118. */
  49119. protected _opacityTexture: Nullable<BaseTexture>;
  49120. /**
  49121. * Stores the reflection values in a texture.
  49122. */
  49123. protected _reflectionTexture: Nullable<BaseTexture>;
  49124. /**
  49125. * Stores the emissive values in a texture.
  49126. */
  49127. protected _emissiveTexture: Nullable<BaseTexture>;
  49128. /**
  49129. * AKA Specular texture in other nomenclature.
  49130. */
  49131. protected _reflectivityTexture: Nullable<BaseTexture>;
  49132. /**
  49133. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49134. */
  49135. protected _metallicTexture: Nullable<BaseTexture>;
  49136. /**
  49137. * Specifies the metallic scalar of the metallic/roughness workflow.
  49138. * Can also be used to scale the metalness values of the metallic texture.
  49139. */
  49140. protected _metallic: Nullable<number>;
  49141. /**
  49142. * Specifies the roughness scalar of the metallic/roughness workflow.
  49143. * Can also be used to scale the roughness values of the metallic texture.
  49144. */
  49145. protected _roughness: Nullable<number>;
  49146. /**
  49147. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49148. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49149. */
  49150. protected _microSurfaceTexture: Nullable<BaseTexture>;
  49151. /**
  49152. * Stores surface normal data used to displace a mesh in a texture.
  49153. */
  49154. protected _bumpTexture: Nullable<BaseTexture>;
  49155. /**
  49156. * Stores the pre-calculated light information of a mesh in a texture.
  49157. */
  49158. protected _lightmapTexture: Nullable<BaseTexture>;
  49159. /**
  49160. * The color of a material in ambient lighting.
  49161. */
  49162. protected _ambientColor: Color3;
  49163. /**
  49164. * AKA Diffuse Color in other nomenclature.
  49165. */
  49166. protected _albedoColor: Color3;
  49167. /**
  49168. * AKA Specular Color in other nomenclature.
  49169. */
  49170. protected _reflectivityColor: Color3;
  49171. /**
  49172. * The color applied when light is reflected from a material.
  49173. */
  49174. protected _reflectionColor: Color3;
  49175. /**
  49176. * The color applied when light is emitted from a material.
  49177. */
  49178. protected _emissiveColor: Color3;
  49179. /**
  49180. * AKA Glossiness in other nomenclature.
  49181. */
  49182. protected _microSurface: number;
  49183. /**
  49184. * Specifies that the material will use the light map as a show map.
  49185. */
  49186. protected _useLightmapAsShadowmap: boolean;
  49187. /**
  49188. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49189. * makes the reflect vector face the model (under horizon).
  49190. */
  49191. protected _useHorizonOcclusion: boolean;
  49192. /**
  49193. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49194. * too much the area relying on ambient texture to define their ambient occlusion.
  49195. */
  49196. protected _useRadianceOcclusion: boolean;
  49197. /**
  49198. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49199. */
  49200. protected _useAlphaFromAlbedoTexture: boolean;
  49201. /**
  49202. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  49203. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49204. */
  49205. protected _useSpecularOverAlpha: boolean;
  49206. /**
  49207. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49208. */
  49209. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49210. /**
  49211. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49212. */
  49213. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  49214. /**
  49215. * Specifies if the metallic texture contains the roughness information in its green channel.
  49216. */
  49217. protected _useRoughnessFromMetallicTextureGreen: boolean;
  49218. /**
  49219. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49220. */
  49221. protected _useMetallnessFromMetallicTextureBlue: boolean;
  49222. /**
  49223. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49224. */
  49225. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  49226. /**
  49227. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49228. */
  49229. protected _useAmbientInGrayScale: boolean;
  49230. /**
  49231. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49232. * The material will try to infer what glossiness each pixel should be.
  49233. */
  49234. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  49235. /**
  49236. * Defines the falloff type used in this material.
  49237. * It by default is Physical.
  49238. */
  49239. protected _lightFalloff: number;
  49240. /**
  49241. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49242. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49243. */
  49244. protected _useRadianceOverAlpha: boolean;
  49245. /**
  49246. * Allows using an object space normal map (instead of tangent space).
  49247. */
  49248. protected _useObjectSpaceNormalMap: boolean;
  49249. /**
  49250. * Allows using the bump map in parallax mode.
  49251. */
  49252. protected _useParallax: boolean;
  49253. /**
  49254. * Allows using the bump map in parallax occlusion mode.
  49255. */
  49256. protected _useParallaxOcclusion: boolean;
  49257. /**
  49258. * Controls the scale bias of the parallax mode.
  49259. */
  49260. protected _parallaxScaleBias: number;
  49261. /**
  49262. * If sets to true, disables all the lights affecting the material.
  49263. */
  49264. protected _disableLighting: boolean;
  49265. /**
  49266. * Number of Simultaneous lights allowed on the material.
  49267. */
  49268. protected _maxSimultaneousLights: number;
  49269. /**
  49270. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  49271. */
  49272. protected _invertNormalMapX: boolean;
  49273. /**
  49274. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  49275. */
  49276. protected _invertNormalMapY: boolean;
  49277. /**
  49278. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49279. */
  49280. protected _twoSidedLighting: boolean;
  49281. /**
  49282. * Defines the alpha limits in alpha test mode.
  49283. */
  49284. protected _alphaCutOff: number;
  49285. /**
  49286. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49287. */
  49288. protected _forceAlphaTest: boolean;
  49289. /**
  49290. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49291. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49292. */
  49293. protected _useAlphaFresnel: boolean;
  49294. /**
  49295. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49296. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49297. */
  49298. protected _useLinearAlphaFresnel: boolean;
  49299. /**
  49300. * The transparency mode of the material.
  49301. */
  49302. protected _transparencyMode: Nullable<number>;
  49303. /**
  49304. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  49305. * from cos thetav and roughness:
  49306. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  49307. */
  49308. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  49309. /**
  49310. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49311. */
  49312. protected _forceIrradianceInFragment: boolean;
  49313. /**
  49314. * Force normal to face away from face.
  49315. */
  49316. protected _forceNormalForward: boolean;
  49317. /**
  49318. * Enables specular anti aliasing in the PBR shader.
  49319. * It will both interacts on the Geometry for analytical and IBL lighting.
  49320. * It also prefilter the roughness map based on the bump values.
  49321. */
  49322. protected _enableSpecularAntiAliasing: boolean;
  49323. /**
  49324. * Default configuration related to image processing available in the PBR Material.
  49325. */
  49326. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  49327. /**
  49328. * Keep track of the image processing observer to allow dispose and replace.
  49329. */
  49330. private _imageProcessingObserver;
  49331. /**
  49332. * Attaches a new image processing configuration to the PBR Material.
  49333. * @param configuration
  49334. */
  49335. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  49336. /**
  49337. * Stores the available render targets.
  49338. */
  49339. private _renderTargets;
  49340. /**
  49341. * Sets the global ambient color for the material used in lighting calculations.
  49342. */
  49343. private _globalAmbientColor;
  49344. /**
  49345. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  49346. */
  49347. private _useLogarithmicDepth;
  49348. /**
  49349. * If set to true, no lighting calculations will be applied.
  49350. */
  49351. private _unlit;
  49352. private _debugMode;
  49353. /**
  49354. * @hidden
  49355. * This is reserved for the inspector.
  49356. * Defines the material debug mode.
  49357. * It helps seeing only some components of the material while troubleshooting.
  49358. */
  49359. debugMode: number;
  49360. /**
  49361. * @hidden
  49362. * This is reserved for the inspector.
  49363. * Specify from where on screen the debug mode should start.
  49364. * The value goes from -1 (full screen) to 1 (not visible)
  49365. * It helps with side by side comparison against the final render
  49366. * This defaults to -1
  49367. */
  49368. private debugLimit;
  49369. /**
  49370. * @hidden
  49371. * This is reserved for the inspector.
  49372. * As the default viewing range might not be enough (if the ambient is really small for instance)
  49373. * You can use the factor to better multiply the final value.
  49374. */
  49375. private debugFactor;
  49376. /**
  49377. * Defines the clear coat layer parameters for the material.
  49378. */
  49379. readonly clearCoat: PBRClearCoatConfiguration;
  49380. /**
  49381. * Defines the anisotropic parameters for the material.
  49382. */
  49383. readonly anisotropy: PBRAnisotropicConfiguration;
  49384. /**
  49385. * Defines the BRDF parameters for the material.
  49386. */
  49387. readonly brdf: PBRBRDFConfiguration;
  49388. /**
  49389. * Defines the Sheen parameters for the material.
  49390. */
  49391. readonly sheen: PBRSheenConfiguration;
  49392. /**
  49393. * Defines the SubSurface parameters for the material.
  49394. */
  49395. readonly subSurface: PBRSubSurfaceConfiguration;
  49396. /**
  49397. * Custom callback helping to override the default shader used in the material.
  49398. */
  49399. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  49400. protected _rebuildInParallel: boolean;
  49401. /**
  49402. * Instantiates a new PBRMaterial instance.
  49403. *
  49404. * @param name The material name
  49405. * @param scene The scene the material will be use in.
  49406. */
  49407. constructor(name: string, scene: Scene);
  49408. /**
  49409. * Gets a boolean indicating that current material needs to register RTT
  49410. */
  49411. readonly hasRenderTargetTextures: boolean;
  49412. /**
  49413. * Gets the name of the material class.
  49414. */
  49415. getClassName(): string;
  49416. /**
  49417. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  49418. */
  49419. /**
  49420. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  49421. */
  49422. useLogarithmicDepth: boolean;
  49423. /**
  49424. * Gets the current transparency mode.
  49425. */
  49426. /**
  49427. * Sets the transparency mode of the material.
  49428. *
  49429. * | Value | Type | Description |
  49430. * | ----- | ----------------------------------- | ----------- |
  49431. * | 0 | OPAQUE | |
  49432. * | 1 | ALPHATEST | |
  49433. * | 2 | ALPHABLEND | |
  49434. * | 3 | ALPHATESTANDBLEND | |
  49435. *
  49436. */
  49437. transparencyMode: Nullable<number>;
  49438. /**
  49439. * Returns true if alpha blending should be disabled.
  49440. */
  49441. private readonly _disableAlphaBlending;
  49442. /**
  49443. * Specifies whether or not this material should be rendered in alpha blend mode.
  49444. */
  49445. needAlphaBlending(): boolean;
  49446. /**
  49447. * Specifies if the mesh will require alpha blending.
  49448. * @param mesh - BJS mesh.
  49449. */
  49450. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  49451. /**
  49452. * Specifies whether or not this material should be rendered in alpha test mode.
  49453. */
  49454. needAlphaTesting(): boolean;
  49455. /**
  49456. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  49457. */
  49458. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  49459. /**
  49460. * Gets the texture used for the alpha test.
  49461. */
  49462. getAlphaTestTexture(): Nullable<BaseTexture>;
  49463. /**
  49464. * Specifies that the submesh is ready to be used.
  49465. * @param mesh - BJS mesh.
  49466. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  49467. * @param useInstances - Specifies that instances should be used.
  49468. * @returns - boolean indicating that the submesh is ready or not.
  49469. */
  49470. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  49471. /**
  49472. * Specifies if the material uses metallic roughness workflow.
  49473. * @returns boolean specifiying if the material uses metallic roughness workflow.
  49474. */
  49475. isMetallicWorkflow(): boolean;
  49476. private _prepareEffect;
  49477. private _prepareDefines;
  49478. /**
  49479. * Force shader compilation
  49480. */
  49481. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  49482. clipPlane: boolean;
  49483. }>): void;
  49484. /**
  49485. * Initializes the uniform buffer layout for the shader.
  49486. */
  49487. buildUniformLayout(): void;
  49488. /**
  49489. * Unbinds the material from the mesh
  49490. */
  49491. unbind(): void;
  49492. /**
  49493. * Binds the submesh data.
  49494. * @param world - The world matrix.
  49495. * @param mesh - The BJS mesh.
  49496. * @param subMesh - A submesh of the BJS mesh.
  49497. */
  49498. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  49499. /**
  49500. * Returns the animatable textures.
  49501. * @returns - Array of animatable textures.
  49502. */
  49503. getAnimatables(): IAnimatable[];
  49504. /**
  49505. * Returns the texture used for reflections.
  49506. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  49507. */
  49508. private _getReflectionTexture;
  49509. /**
  49510. * Returns an array of the actively used textures.
  49511. * @returns - Array of BaseTextures
  49512. */
  49513. getActiveTextures(): BaseTexture[];
  49514. /**
  49515. * Checks to see if a texture is used in the material.
  49516. * @param texture - Base texture to use.
  49517. * @returns - Boolean specifying if a texture is used in the material.
  49518. */
  49519. hasTexture(texture: BaseTexture): boolean;
  49520. /**
  49521. * Disposes the resources of the material.
  49522. * @param forceDisposeEffect - Forces the disposal of effects.
  49523. * @param forceDisposeTextures - Forces the disposal of all textures.
  49524. */
  49525. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  49526. }
  49527. }
  49528. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  49529. import { Nullable } from "babylonjs/types";
  49530. import { Scene } from "babylonjs/scene";
  49531. import { Color3 } from "babylonjs/Maths/math.color";
  49532. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  49533. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  49534. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49535. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  49536. /**
  49537. * The Physically based material of BJS.
  49538. *
  49539. * This offers the main features of a standard PBR material.
  49540. * For more information, please refer to the documentation :
  49541. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49542. */
  49543. export class PBRMaterial extends PBRBaseMaterial {
  49544. /**
  49545. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49546. */
  49547. static readonly PBRMATERIAL_OPAQUE: number;
  49548. /**
  49549. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49550. */
  49551. static readonly PBRMATERIAL_ALPHATEST: number;
  49552. /**
  49553. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49554. */
  49555. static readonly PBRMATERIAL_ALPHABLEND: number;
  49556. /**
  49557. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49558. * They are also discarded below the alpha cutoff threshold to improve performances.
  49559. */
  49560. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49561. /**
  49562. * Defines the default value of how much AO map is occluding the analytical lights
  49563. * (point spot...).
  49564. */
  49565. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49566. /**
  49567. * Intensity of the direct lights e.g. the four lights available in your scene.
  49568. * This impacts both the direct diffuse and specular highlights.
  49569. */
  49570. directIntensity: number;
  49571. /**
  49572. * Intensity of the emissive part of the material.
  49573. * This helps controlling the emissive effect without modifying the emissive color.
  49574. */
  49575. emissiveIntensity: number;
  49576. /**
  49577. * Intensity of the environment e.g. how much the environment will light the object
  49578. * either through harmonics for rough material or through the refelction for shiny ones.
  49579. */
  49580. environmentIntensity: number;
  49581. /**
  49582. * This is a special control allowing the reduction of the specular highlights coming from the
  49583. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49584. */
  49585. specularIntensity: number;
  49586. /**
  49587. * Debug Control allowing disabling the bump map on this material.
  49588. */
  49589. disableBumpMap: boolean;
  49590. /**
  49591. * AKA Diffuse Texture in standard nomenclature.
  49592. */
  49593. albedoTexture: BaseTexture;
  49594. /**
  49595. * AKA Occlusion Texture in other nomenclature.
  49596. */
  49597. ambientTexture: BaseTexture;
  49598. /**
  49599. * AKA Occlusion Texture Intensity in other nomenclature.
  49600. */
  49601. ambientTextureStrength: number;
  49602. /**
  49603. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49604. * 1 means it completely occludes it
  49605. * 0 mean it has no impact
  49606. */
  49607. ambientTextureImpactOnAnalyticalLights: number;
  49608. /**
  49609. * Stores the alpha values in a texture.
  49610. */
  49611. opacityTexture: BaseTexture;
  49612. /**
  49613. * Stores the reflection values in a texture.
  49614. */
  49615. reflectionTexture: Nullable<BaseTexture>;
  49616. /**
  49617. * Stores the emissive values in a texture.
  49618. */
  49619. emissiveTexture: BaseTexture;
  49620. /**
  49621. * AKA Specular texture in other nomenclature.
  49622. */
  49623. reflectivityTexture: BaseTexture;
  49624. /**
  49625. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49626. */
  49627. metallicTexture: BaseTexture;
  49628. /**
  49629. * Specifies the metallic scalar of the metallic/roughness workflow.
  49630. * Can also be used to scale the metalness values of the metallic texture.
  49631. */
  49632. metallic: Nullable<number>;
  49633. /**
  49634. * Specifies the roughness scalar of the metallic/roughness workflow.
  49635. * Can also be used to scale the roughness values of the metallic texture.
  49636. */
  49637. roughness: Nullable<number>;
  49638. /**
  49639. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49640. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49641. */
  49642. microSurfaceTexture: BaseTexture;
  49643. /**
  49644. * Stores surface normal data used to displace a mesh in a texture.
  49645. */
  49646. bumpTexture: BaseTexture;
  49647. /**
  49648. * Stores the pre-calculated light information of a mesh in a texture.
  49649. */
  49650. lightmapTexture: BaseTexture;
  49651. /**
  49652. * Stores the refracted light information in a texture.
  49653. */
  49654. refractionTexture: Nullable<BaseTexture>;
  49655. /**
  49656. * The color of a material in ambient lighting.
  49657. */
  49658. ambientColor: Color3;
  49659. /**
  49660. * AKA Diffuse Color in other nomenclature.
  49661. */
  49662. albedoColor: Color3;
  49663. /**
  49664. * AKA Specular Color in other nomenclature.
  49665. */
  49666. reflectivityColor: Color3;
  49667. /**
  49668. * The color reflected from the material.
  49669. */
  49670. reflectionColor: Color3;
  49671. /**
  49672. * The color emitted from the material.
  49673. */
  49674. emissiveColor: Color3;
  49675. /**
  49676. * AKA Glossiness in other nomenclature.
  49677. */
  49678. microSurface: number;
  49679. /**
  49680. * source material index of refraction (IOR)' / 'destination material IOR.
  49681. */
  49682. indexOfRefraction: number;
  49683. /**
  49684. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49685. */
  49686. invertRefractionY: boolean;
  49687. /**
  49688. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49689. * Materials half opaque for instance using refraction could benefit from this control.
  49690. */
  49691. linkRefractionWithTransparency: boolean;
  49692. /**
  49693. * If true, the light map contains occlusion information instead of lighting info.
  49694. */
  49695. useLightmapAsShadowmap: boolean;
  49696. /**
  49697. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49698. */
  49699. useAlphaFromAlbedoTexture: boolean;
  49700. /**
  49701. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49702. */
  49703. forceAlphaTest: boolean;
  49704. /**
  49705. * Defines the alpha limits in alpha test mode.
  49706. */
  49707. alphaCutOff: number;
  49708. /**
  49709. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  49710. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49711. */
  49712. useSpecularOverAlpha: boolean;
  49713. /**
  49714. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49715. */
  49716. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49717. /**
  49718. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49719. */
  49720. useRoughnessFromMetallicTextureAlpha: boolean;
  49721. /**
  49722. * Specifies if the metallic texture contains the roughness information in its green channel.
  49723. */
  49724. useRoughnessFromMetallicTextureGreen: boolean;
  49725. /**
  49726. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49727. */
  49728. useMetallnessFromMetallicTextureBlue: boolean;
  49729. /**
  49730. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49731. */
  49732. useAmbientOcclusionFromMetallicTextureRed: boolean;
  49733. /**
  49734. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49735. */
  49736. useAmbientInGrayScale: boolean;
  49737. /**
  49738. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49739. * The material will try to infer what glossiness each pixel should be.
  49740. */
  49741. useAutoMicroSurfaceFromReflectivityMap: boolean;
  49742. /**
  49743. * BJS is using an harcoded light falloff based on a manually sets up range.
  49744. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49745. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49746. */
  49747. /**
  49748. * BJS is using an harcoded light falloff based on a manually sets up range.
  49749. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49750. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49751. */
  49752. usePhysicalLightFalloff: boolean;
  49753. /**
  49754. * In order to support the falloff compatibility with gltf, a special mode has been added
  49755. * to reproduce the gltf light falloff.
  49756. */
  49757. /**
  49758. * In order to support the falloff compatibility with gltf, a special mode has been added
  49759. * to reproduce the gltf light falloff.
  49760. */
  49761. useGLTFLightFalloff: boolean;
  49762. /**
  49763. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49764. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49765. */
  49766. useRadianceOverAlpha: boolean;
  49767. /**
  49768. * Allows using an object space normal map (instead of tangent space).
  49769. */
  49770. useObjectSpaceNormalMap: boolean;
  49771. /**
  49772. * Allows using the bump map in parallax mode.
  49773. */
  49774. useParallax: boolean;
  49775. /**
  49776. * Allows using the bump map in parallax occlusion mode.
  49777. */
  49778. useParallaxOcclusion: boolean;
  49779. /**
  49780. * Controls the scale bias of the parallax mode.
  49781. */
  49782. parallaxScaleBias: number;
  49783. /**
  49784. * If sets to true, disables all the lights affecting the material.
  49785. */
  49786. disableLighting: boolean;
  49787. /**
  49788. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49789. */
  49790. forceIrradianceInFragment: boolean;
  49791. /**
  49792. * Number of Simultaneous lights allowed on the material.
  49793. */
  49794. maxSimultaneousLights: number;
  49795. /**
  49796. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  49797. */
  49798. invertNormalMapX: boolean;
  49799. /**
  49800. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  49801. */
  49802. invertNormalMapY: boolean;
  49803. /**
  49804. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49805. */
  49806. twoSidedLighting: boolean;
  49807. /**
  49808. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49809. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49810. */
  49811. useAlphaFresnel: boolean;
  49812. /**
  49813. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49814. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49815. */
  49816. useLinearAlphaFresnel: boolean;
  49817. /**
  49818. * Let user defines the brdf lookup texture used for IBL.
  49819. * A default 8bit version is embedded but you could point at :
  49820. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  49821. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  49822. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  49823. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  49824. */
  49825. environmentBRDFTexture: Nullable<BaseTexture>;
  49826. /**
  49827. * Force normal to face away from face.
  49828. */
  49829. forceNormalForward: boolean;
  49830. /**
  49831. * Enables specular anti aliasing in the PBR shader.
  49832. * It will both interacts on the Geometry for analytical and IBL lighting.
  49833. * It also prefilter the roughness map based on the bump values.
  49834. */
  49835. enableSpecularAntiAliasing: boolean;
  49836. /**
  49837. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49838. * makes the reflect vector face the model (under horizon).
  49839. */
  49840. useHorizonOcclusion: boolean;
  49841. /**
  49842. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49843. * too much the area relying on ambient texture to define their ambient occlusion.
  49844. */
  49845. useRadianceOcclusion: boolean;
  49846. /**
  49847. * If set to true, no lighting calculations will be applied.
  49848. */
  49849. unlit: boolean;
  49850. /**
  49851. * Gets the image processing configuration used either in this material.
  49852. */
  49853. /**
  49854. * Sets the Default image processing configuration used either in the this material.
  49855. *
  49856. * If sets to null, the scene one is in use.
  49857. */
  49858. imageProcessingConfiguration: ImageProcessingConfiguration;
  49859. /**
  49860. * Gets wether the color curves effect is enabled.
  49861. */
  49862. /**
  49863. * Sets wether the color curves effect is enabled.
  49864. */
  49865. cameraColorCurvesEnabled: boolean;
  49866. /**
  49867. * Gets wether the color grading effect is enabled.
  49868. */
  49869. /**
  49870. * Gets wether the color grading effect is enabled.
  49871. */
  49872. cameraColorGradingEnabled: boolean;
  49873. /**
  49874. * Gets wether tonemapping is enabled or not.
  49875. */
  49876. /**
  49877. * Sets wether tonemapping is enabled or not
  49878. */
  49879. cameraToneMappingEnabled: boolean;
  49880. /**
  49881. * The camera exposure used on this material.
  49882. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49883. * This corresponds to a photographic exposure.
  49884. */
  49885. /**
  49886. * The camera exposure used on this material.
  49887. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49888. * This corresponds to a photographic exposure.
  49889. */
  49890. cameraExposure: number;
  49891. /**
  49892. * Gets The camera contrast used on this material.
  49893. */
  49894. /**
  49895. * Sets The camera contrast used on this material.
  49896. */
  49897. cameraContrast: number;
  49898. /**
  49899. * Gets the Color Grading 2D Lookup Texture.
  49900. */
  49901. /**
  49902. * Sets the Color Grading 2D Lookup Texture.
  49903. */
  49904. cameraColorGradingTexture: Nullable<BaseTexture>;
  49905. /**
  49906. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49907. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49908. * 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;
  49909. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49910. */
  49911. /**
  49912. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49913. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49914. * 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;
  49915. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49916. */
  49917. cameraColorCurves: Nullable<ColorCurves>;
  49918. /**
  49919. * Instantiates a new PBRMaterial instance.
  49920. *
  49921. * @param name The material name
  49922. * @param scene The scene the material will be use in.
  49923. */
  49924. constructor(name: string, scene: Scene);
  49925. /**
  49926. * Returns the name of this material class.
  49927. */
  49928. getClassName(): string;
  49929. /**
  49930. * Makes a duplicate of the current material.
  49931. * @param name - name to use for the new material.
  49932. */
  49933. clone(name: string): PBRMaterial;
  49934. /**
  49935. * Serializes this PBR Material.
  49936. * @returns - An object with the serialized material.
  49937. */
  49938. serialize(): any;
  49939. /**
  49940. * Parses a PBR Material from a serialized object.
  49941. * @param source - Serialized object.
  49942. * @param scene - BJS scene instance.
  49943. * @param rootUrl - url for the scene object
  49944. * @returns - PBRMaterial
  49945. */
  49946. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49947. }
  49948. }
  49949. declare module "babylonjs/Misc/dds" {
  49950. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49951. import { Engine } from "babylonjs/Engines/engine";
  49952. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49953. import { Nullable } from "babylonjs/types";
  49954. import { Scene } from "babylonjs/scene";
  49955. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49956. /**
  49957. * Direct draw surface info
  49958. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49959. */
  49960. export interface DDSInfo {
  49961. /**
  49962. * Width of the texture
  49963. */
  49964. width: number;
  49965. /**
  49966. * Width of the texture
  49967. */
  49968. height: number;
  49969. /**
  49970. * Number of Mipmaps for the texture
  49971. * @see https://en.wikipedia.org/wiki/Mipmap
  49972. */
  49973. mipmapCount: number;
  49974. /**
  49975. * If the textures format is a known fourCC format
  49976. * @see https://www.fourcc.org/
  49977. */
  49978. isFourCC: boolean;
  49979. /**
  49980. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49981. */
  49982. isRGB: boolean;
  49983. /**
  49984. * If the texture is a lumincance format
  49985. */
  49986. isLuminance: boolean;
  49987. /**
  49988. * If this is a cube texture
  49989. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49990. */
  49991. isCube: boolean;
  49992. /**
  49993. * If the texture is a compressed format eg. FOURCC_DXT1
  49994. */
  49995. isCompressed: boolean;
  49996. /**
  49997. * The dxgiFormat of the texture
  49998. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49999. */
  50000. dxgiFormat: number;
  50001. /**
  50002. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  50003. */
  50004. textureType: number;
  50005. /**
  50006. * Sphericle polynomial created for the dds texture
  50007. */
  50008. sphericalPolynomial?: SphericalPolynomial;
  50009. }
  50010. /**
  50011. * Class used to provide DDS decompression tools
  50012. */
  50013. export class DDSTools {
  50014. /**
  50015. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  50016. */
  50017. static StoreLODInAlphaChannel: boolean;
  50018. /**
  50019. * Gets DDS information from an array buffer
  50020. * @param arrayBuffer defines the array buffer to read data from
  50021. * @returns the DDS information
  50022. */
  50023. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  50024. private static _FloatView;
  50025. private static _Int32View;
  50026. private static _ToHalfFloat;
  50027. private static _FromHalfFloat;
  50028. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  50029. private static _GetHalfFloatRGBAArrayBuffer;
  50030. private static _GetFloatRGBAArrayBuffer;
  50031. private static _GetFloatAsUIntRGBAArrayBuffer;
  50032. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  50033. private static _GetRGBAArrayBuffer;
  50034. private static _ExtractLongWordOrder;
  50035. private static _GetRGBArrayBuffer;
  50036. private static _GetLuminanceArrayBuffer;
  50037. /**
  50038. * Uploads DDS Levels to a Babylon Texture
  50039. * @hidden
  50040. */
  50041. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  50042. }
  50043. module "babylonjs/Engines/engine" {
  50044. interface Engine {
  50045. /**
  50046. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  50047. * @param rootUrl defines the url where the file to load is located
  50048. * @param scene defines the current scene
  50049. * @param lodScale defines scale to apply to the mip map selection
  50050. * @param lodOffset defines offset to apply to the mip map selection
  50051. * @param onLoad defines an optional callback raised when the texture is loaded
  50052. * @param onError defines an optional callback raised if there is an issue to load the texture
  50053. * @param format defines the format of the data
  50054. * @param forcedExtension defines the extension to use to pick the right loader
  50055. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  50056. * @returns the cube texture as an InternalTexture
  50057. */
  50058. 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;
  50059. }
  50060. }
  50061. }
  50062. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  50063. import { Nullable } from "babylonjs/types";
  50064. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50065. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50066. /**
  50067. * Implementation of the DDS Texture Loader.
  50068. * @hidden
  50069. */
  50070. export class _DDSTextureLoader implements IInternalTextureLoader {
  50071. /**
  50072. * Defines wether the loader supports cascade loading the different faces.
  50073. */
  50074. readonly supportCascades: boolean;
  50075. /**
  50076. * This returns if the loader support the current file information.
  50077. * @param extension defines the file extension of the file being loaded
  50078. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50079. * @param fallback defines the fallback internal texture if any
  50080. * @param isBase64 defines whether the texture is encoded as a base64
  50081. * @param isBuffer defines whether the texture data are stored as a buffer
  50082. * @returns true if the loader can load the specified file
  50083. */
  50084. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50085. /**
  50086. * Transform the url before loading if required.
  50087. * @param rootUrl the url of the texture
  50088. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50089. * @returns the transformed texture
  50090. */
  50091. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50092. /**
  50093. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50094. * @param rootUrl the url of the texture
  50095. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50096. * @returns the fallback texture
  50097. */
  50098. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50099. /**
  50100. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50101. * @param data contains the texture data
  50102. * @param texture defines the BabylonJS internal texture
  50103. * @param createPolynomials will be true if polynomials have been requested
  50104. * @param onLoad defines the callback to trigger once the texture is ready
  50105. * @param onError defines the callback to trigger in case of error
  50106. */
  50107. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50108. /**
  50109. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50110. * @param data contains the texture data
  50111. * @param texture defines the BabylonJS internal texture
  50112. * @param callback defines the method to call once ready to upload
  50113. */
  50114. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50115. }
  50116. }
  50117. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  50118. import { Nullable } from "babylonjs/types";
  50119. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50120. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50121. /**
  50122. * Implementation of the ENV Texture Loader.
  50123. * @hidden
  50124. */
  50125. export class _ENVTextureLoader implements IInternalTextureLoader {
  50126. /**
  50127. * Defines wether the loader supports cascade loading the different faces.
  50128. */
  50129. readonly supportCascades: boolean;
  50130. /**
  50131. * This returns if the loader support the current file information.
  50132. * @param extension defines the file extension of the file being loaded
  50133. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50134. * @param fallback defines the fallback internal texture if any
  50135. * @param isBase64 defines whether the texture is encoded as a base64
  50136. * @param isBuffer defines whether the texture data are stored as a buffer
  50137. * @returns true if the loader can load the specified file
  50138. */
  50139. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50140. /**
  50141. * Transform the url before loading if required.
  50142. * @param rootUrl the url of the texture
  50143. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50144. * @returns the transformed texture
  50145. */
  50146. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50147. /**
  50148. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50149. * @param rootUrl the url of the texture
  50150. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50151. * @returns the fallback texture
  50152. */
  50153. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50154. /**
  50155. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50156. * @param data contains the texture data
  50157. * @param texture defines the BabylonJS internal texture
  50158. * @param createPolynomials will be true if polynomials have been requested
  50159. * @param onLoad defines the callback to trigger once the texture is ready
  50160. * @param onError defines the callback to trigger in case of error
  50161. */
  50162. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50163. /**
  50164. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50165. * @param data contains the texture data
  50166. * @param texture defines the BabylonJS internal texture
  50167. * @param callback defines the method to call once ready to upload
  50168. */
  50169. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50170. }
  50171. }
  50172. declare module "babylonjs/Misc/khronosTextureContainer" {
  50173. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50174. /**
  50175. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  50176. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  50177. */
  50178. export class KhronosTextureContainer {
  50179. /** contents of the KTX container file */
  50180. arrayBuffer: any;
  50181. private static HEADER_LEN;
  50182. private static COMPRESSED_2D;
  50183. private static COMPRESSED_3D;
  50184. private static TEX_2D;
  50185. private static TEX_3D;
  50186. /**
  50187. * Gets the openGL type
  50188. */
  50189. glType: number;
  50190. /**
  50191. * Gets the openGL type size
  50192. */
  50193. glTypeSize: number;
  50194. /**
  50195. * Gets the openGL format
  50196. */
  50197. glFormat: number;
  50198. /**
  50199. * Gets the openGL internal format
  50200. */
  50201. glInternalFormat: number;
  50202. /**
  50203. * Gets the base internal format
  50204. */
  50205. glBaseInternalFormat: number;
  50206. /**
  50207. * Gets image width in pixel
  50208. */
  50209. pixelWidth: number;
  50210. /**
  50211. * Gets image height in pixel
  50212. */
  50213. pixelHeight: number;
  50214. /**
  50215. * Gets image depth in pixels
  50216. */
  50217. pixelDepth: number;
  50218. /**
  50219. * Gets the number of array elements
  50220. */
  50221. numberOfArrayElements: number;
  50222. /**
  50223. * Gets the number of faces
  50224. */
  50225. numberOfFaces: number;
  50226. /**
  50227. * Gets the number of mipmap levels
  50228. */
  50229. numberOfMipmapLevels: number;
  50230. /**
  50231. * Gets the bytes of key value data
  50232. */
  50233. bytesOfKeyValueData: number;
  50234. /**
  50235. * Gets the load type
  50236. */
  50237. loadType: number;
  50238. /**
  50239. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  50240. */
  50241. isInvalid: boolean;
  50242. /**
  50243. * Creates a new KhronosTextureContainer
  50244. * @param arrayBuffer contents of the KTX container file
  50245. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  50246. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  50247. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  50248. */
  50249. constructor(
  50250. /** contents of the KTX container file */
  50251. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  50252. /**
  50253. * Uploads KTX content to a Babylon Texture.
  50254. * It is assumed that the texture has already been created & is currently bound
  50255. * @hidden
  50256. */
  50257. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  50258. private _upload2DCompressedLevels;
  50259. }
  50260. }
  50261. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  50262. import { Nullable } from "babylonjs/types";
  50263. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50264. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50265. /**
  50266. * Implementation of the KTX Texture Loader.
  50267. * @hidden
  50268. */
  50269. export class _KTXTextureLoader implements IInternalTextureLoader {
  50270. /**
  50271. * Defines wether the loader supports cascade loading the different faces.
  50272. */
  50273. readonly supportCascades: boolean;
  50274. /**
  50275. * This returns if the loader support the current file information.
  50276. * @param extension defines the file extension of the file being loaded
  50277. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50278. * @param fallback defines the fallback internal texture if any
  50279. * @param isBase64 defines whether the texture is encoded as a base64
  50280. * @param isBuffer defines whether the texture data are stored as a buffer
  50281. * @returns true if the loader can load the specified file
  50282. */
  50283. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50284. /**
  50285. * Transform the url before loading if required.
  50286. * @param rootUrl the url of the texture
  50287. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50288. * @returns the transformed texture
  50289. */
  50290. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50291. /**
  50292. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50293. * @param rootUrl the url of the texture
  50294. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50295. * @returns the fallback texture
  50296. */
  50297. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50298. /**
  50299. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50300. * @param data contains the texture data
  50301. * @param texture defines the BabylonJS internal texture
  50302. * @param createPolynomials will be true if polynomials have been requested
  50303. * @param onLoad defines the callback to trigger once the texture is ready
  50304. * @param onError defines the callback to trigger in case of error
  50305. */
  50306. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50307. /**
  50308. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50309. * @param data contains the texture data
  50310. * @param texture defines the BabylonJS internal texture
  50311. * @param callback defines the method to call once ready to upload
  50312. */
  50313. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  50314. }
  50315. }
  50316. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  50317. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  50318. import { Scene } from "babylonjs/scene";
  50319. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  50320. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  50321. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  50322. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  50323. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  50324. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  50325. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50326. /**
  50327. * Options for the default xr helper
  50328. */
  50329. export class WebXRDefaultExperienceOptions {
  50330. /**
  50331. * Floor meshes that should be used for teleporting
  50332. */
  50333. floorMeshes: Array<AbstractMesh>;
  50334. }
  50335. /**
  50336. * Default experience which provides a similar setup to the previous webVRExperience
  50337. */
  50338. export class WebXRDefaultExperience {
  50339. /**
  50340. * Base experience
  50341. */
  50342. baseExperience: WebXRExperienceHelper;
  50343. /**
  50344. * Input experience extension
  50345. */
  50346. input: WebXRInput;
  50347. /**
  50348. * Loads the controller models
  50349. */
  50350. controllerModelLoader: WebXRControllerModelLoader;
  50351. /**
  50352. * Enables laser pointer and selection
  50353. */
  50354. pointerSelection: WebXRControllerPointerSelection;
  50355. /**
  50356. * Enables teleportation
  50357. */
  50358. teleportation: WebXRControllerTeleportation;
  50359. /**
  50360. * Enables ui for enetering/exiting xr
  50361. */
  50362. enterExitUI: WebXREnterExitUI;
  50363. /**
  50364. * Default output canvas xr should render to
  50365. */
  50366. outputCanvas: WebXRManagedOutputCanvas;
  50367. /**
  50368. * Creates the default xr experience
  50369. * @param scene scene
  50370. * @param options options for basic configuration
  50371. * @returns resulting WebXRDefaultExperience
  50372. */
  50373. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50374. private constructor();
  50375. /**
  50376. * DIsposes of the experience helper
  50377. */
  50378. dispose(): void;
  50379. }
  50380. }
  50381. declare module "babylonjs/Helpers/sceneHelpers" {
  50382. import { Nullable } from "babylonjs/types";
  50383. import { Mesh } from "babylonjs/Meshes/mesh";
  50384. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50385. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  50386. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  50387. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  50388. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  50389. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  50390. import "babylonjs/Meshes/Builders/boxBuilder";
  50391. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  50392. /** @hidden */
  50393. export var _forceSceneHelpersToBundle: boolean;
  50394. module "babylonjs/scene" {
  50395. interface Scene {
  50396. /**
  50397. * Creates a default light for the scene.
  50398. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  50399. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  50400. */
  50401. createDefaultLight(replace?: boolean): void;
  50402. /**
  50403. * Creates a default camera for the scene.
  50404. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  50405. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50406. * @param replace has default false, when true replaces the active camera in the scene
  50407. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  50408. */
  50409. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50410. /**
  50411. * Creates a default camera and a default light.
  50412. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  50413. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50414. * @param replace has the default false, when true replaces the active camera/light in the scene
  50415. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  50416. */
  50417. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50418. /**
  50419. * Creates a new sky box
  50420. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  50421. * @param environmentTexture defines the texture to use as environment texture
  50422. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  50423. * @param scale defines the overall scale of the skybox
  50424. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  50425. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  50426. * @returns a new mesh holding the sky box
  50427. */
  50428. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  50429. /**
  50430. * Creates a new environment
  50431. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  50432. * @param options defines the options you can use to configure the environment
  50433. * @returns the new EnvironmentHelper
  50434. */
  50435. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  50436. /**
  50437. * Creates a new VREXperienceHelper
  50438. * @see http://doc.babylonjs.com/how_to/webvr_helper
  50439. * @param webVROptions defines the options used to create the new VREXperienceHelper
  50440. * @returns a new VREXperienceHelper
  50441. */
  50442. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  50443. /**
  50444. * Creates a new WebXRDefaultExperience
  50445. * @see http://doc.babylonjs.com/how_to/webxr
  50446. * @param options experience options
  50447. * @returns a promise for a new WebXRDefaultExperience
  50448. */
  50449. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50450. }
  50451. }
  50452. }
  50453. declare module "babylonjs/Helpers/videoDome" {
  50454. import { Scene } from "babylonjs/scene";
  50455. import { TransformNode } from "babylonjs/Meshes/transformNode";
  50456. import { Mesh } from "babylonjs/Meshes/mesh";
  50457. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  50458. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  50459. import "babylonjs/Meshes/Builders/sphereBuilder";
  50460. /**
  50461. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  50462. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  50463. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  50464. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  50465. */
  50466. export class VideoDome extends TransformNode {
  50467. /**
  50468. * Define the video source as a Monoscopic panoramic 360 video.
  50469. */
  50470. static readonly MODE_MONOSCOPIC: number;
  50471. /**
  50472. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50473. */
  50474. static readonly MODE_TOPBOTTOM: number;
  50475. /**
  50476. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50477. */
  50478. static readonly MODE_SIDEBYSIDE: number;
  50479. private _halfDome;
  50480. private _useDirectMapping;
  50481. /**
  50482. * The video texture being displayed on the sphere
  50483. */
  50484. protected _videoTexture: VideoTexture;
  50485. /**
  50486. * Gets the video texture being displayed on the sphere
  50487. */
  50488. readonly videoTexture: VideoTexture;
  50489. /**
  50490. * The skybox material
  50491. */
  50492. protected _material: BackgroundMaterial;
  50493. /**
  50494. * The surface used for the skybox
  50495. */
  50496. protected _mesh: Mesh;
  50497. /**
  50498. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  50499. */
  50500. private _halfDomeMask;
  50501. /**
  50502. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  50503. * Also see the options.resolution property.
  50504. */
  50505. fovMultiplier: number;
  50506. private _videoMode;
  50507. /**
  50508. * Gets or set the current video mode for the video. It can be:
  50509. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  50510. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50511. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50512. */
  50513. videoMode: number;
  50514. /**
  50515. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  50516. *
  50517. */
  50518. /**
  50519. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  50520. */
  50521. halfDome: boolean;
  50522. /**
  50523. * Oberserver used in Stereoscopic VR Mode.
  50524. */
  50525. private _onBeforeCameraRenderObserver;
  50526. /**
  50527. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  50528. * @param name Element's name, child elements will append suffixes for their own names.
  50529. * @param urlsOrVideo defines the url(s) or the video element to use
  50530. * @param options An object containing optional or exposed sub element properties
  50531. */
  50532. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  50533. resolution?: number;
  50534. clickToPlay?: boolean;
  50535. autoPlay?: boolean;
  50536. loop?: boolean;
  50537. size?: number;
  50538. poster?: string;
  50539. faceForward?: boolean;
  50540. useDirectMapping?: boolean;
  50541. halfDomeMode?: boolean;
  50542. }, scene: Scene);
  50543. private _changeVideoMode;
  50544. /**
  50545. * Releases resources associated with this node.
  50546. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  50547. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  50548. */
  50549. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  50550. }
  50551. }
  50552. declare module "babylonjs/Helpers/index" {
  50553. export * from "babylonjs/Helpers/environmentHelper";
  50554. export * from "babylonjs/Helpers/photoDome";
  50555. export * from "babylonjs/Helpers/sceneHelpers";
  50556. export * from "babylonjs/Helpers/videoDome";
  50557. }
  50558. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  50559. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50560. import { IDisposable } from "babylonjs/scene";
  50561. import { Engine } from "babylonjs/Engines/engine";
  50562. /**
  50563. * This class can be used to get instrumentation data from a Babylon engine
  50564. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50565. */
  50566. export class EngineInstrumentation implements IDisposable {
  50567. /**
  50568. * Define the instrumented engine.
  50569. */
  50570. engine: Engine;
  50571. private _captureGPUFrameTime;
  50572. private _gpuFrameTimeToken;
  50573. private _gpuFrameTime;
  50574. private _captureShaderCompilationTime;
  50575. private _shaderCompilationTime;
  50576. private _onBeginFrameObserver;
  50577. private _onEndFrameObserver;
  50578. private _onBeforeShaderCompilationObserver;
  50579. private _onAfterShaderCompilationObserver;
  50580. /**
  50581. * Gets the perf counter used for GPU frame time
  50582. */
  50583. readonly gpuFrameTimeCounter: PerfCounter;
  50584. /**
  50585. * Gets the GPU frame time capture status
  50586. */
  50587. /**
  50588. * Enable or disable the GPU frame time capture
  50589. */
  50590. captureGPUFrameTime: boolean;
  50591. /**
  50592. * Gets the perf counter used for shader compilation time
  50593. */
  50594. readonly shaderCompilationTimeCounter: PerfCounter;
  50595. /**
  50596. * Gets the shader compilation time capture status
  50597. */
  50598. /**
  50599. * Enable or disable the shader compilation time capture
  50600. */
  50601. captureShaderCompilationTime: boolean;
  50602. /**
  50603. * Instantiates a new engine instrumentation.
  50604. * This class can be used to get instrumentation data from a Babylon engine
  50605. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50606. * @param engine Defines the engine to instrument
  50607. */
  50608. constructor(
  50609. /**
  50610. * Define the instrumented engine.
  50611. */
  50612. engine: Engine);
  50613. /**
  50614. * Dispose and release associated resources.
  50615. */
  50616. dispose(): void;
  50617. }
  50618. }
  50619. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  50620. import { Scene, IDisposable } from "babylonjs/scene";
  50621. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50622. /**
  50623. * This class can be used to get instrumentation data from a Babylon engine
  50624. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50625. */
  50626. export class SceneInstrumentation implements IDisposable {
  50627. /**
  50628. * Defines the scene to instrument
  50629. */
  50630. scene: Scene;
  50631. private _captureActiveMeshesEvaluationTime;
  50632. private _activeMeshesEvaluationTime;
  50633. private _captureRenderTargetsRenderTime;
  50634. private _renderTargetsRenderTime;
  50635. private _captureFrameTime;
  50636. private _frameTime;
  50637. private _captureRenderTime;
  50638. private _renderTime;
  50639. private _captureInterFrameTime;
  50640. private _interFrameTime;
  50641. private _captureParticlesRenderTime;
  50642. private _particlesRenderTime;
  50643. private _captureSpritesRenderTime;
  50644. private _spritesRenderTime;
  50645. private _capturePhysicsTime;
  50646. private _physicsTime;
  50647. private _captureAnimationsTime;
  50648. private _animationsTime;
  50649. private _captureCameraRenderTime;
  50650. private _cameraRenderTime;
  50651. private _onBeforeActiveMeshesEvaluationObserver;
  50652. private _onAfterActiveMeshesEvaluationObserver;
  50653. private _onBeforeRenderTargetsRenderObserver;
  50654. private _onAfterRenderTargetsRenderObserver;
  50655. private _onAfterRenderObserver;
  50656. private _onBeforeDrawPhaseObserver;
  50657. private _onAfterDrawPhaseObserver;
  50658. private _onBeforeAnimationsObserver;
  50659. private _onBeforeParticlesRenderingObserver;
  50660. private _onAfterParticlesRenderingObserver;
  50661. private _onBeforeSpritesRenderingObserver;
  50662. private _onAfterSpritesRenderingObserver;
  50663. private _onBeforePhysicsObserver;
  50664. private _onAfterPhysicsObserver;
  50665. private _onAfterAnimationsObserver;
  50666. private _onBeforeCameraRenderObserver;
  50667. private _onAfterCameraRenderObserver;
  50668. /**
  50669. * Gets the perf counter used for active meshes evaluation time
  50670. */
  50671. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  50672. /**
  50673. * Gets the active meshes evaluation time capture status
  50674. */
  50675. /**
  50676. * Enable or disable the active meshes evaluation time capture
  50677. */
  50678. captureActiveMeshesEvaluationTime: boolean;
  50679. /**
  50680. * Gets the perf counter used for render targets render time
  50681. */
  50682. readonly renderTargetsRenderTimeCounter: PerfCounter;
  50683. /**
  50684. * Gets the render targets render time capture status
  50685. */
  50686. /**
  50687. * Enable or disable the render targets render time capture
  50688. */
  50689. captureRenderTargetsRenderTime: boolean;
  50690. /**
  50691. * Gets the perf counter used for particles render time
  50692. */
  50693. readonly particlesRenderTimeCounter: PerfCounter;
  50694. /**
  50695. * Gets the particles render time capture status
  50696. */
  50697. /**
  50698. * Enable or disable the particles render time capture
  50699. */
  50700. captureParticlesRenderTime: boolean;
  50701. /**
  50702. * Gets the perf counter used for sprites render time
  50703. */
  50704. readonly spritesRenderTimeCounter: PerfCounter;
  50705. /**
  50706. * Gets the sprites render time capture status
  50707. */
  50708. /**
  50709. * Enable or disable the sprites render time capture
  50710. */
  50711. captureSpritesRenderTime: boolean;
  50712. /**
  50713. * Gets the perf counter used for physics time
  50714. */
  50715. readonly physicsTimeCounter: PerfCounter;
  50716. /**
  50717. * Gets the physics time capture status
  50718. */
  50719. /**
  50720. * Enable or disable the physics time capture
  50721. */
  50722. capturePhysicsTime: boolean;
  50723. /**
  50724. * Gets the perf counter used for animations time
  50725. */
  50726. readonly animationsTimeCounter: PerfCounter;
  50727. /**
  50728. * Gets the animations time capture status
  50729. */
  50730. /**
  50731. * Enable or disable the animations time capture
  50732. */
  50733. captureAnimationsTime: boolean;
  50734. /**
  50735. * Gets the perf counter used for frame time capture
  50736. */
  50737. readonly frameTimeCounter: PerfCounter;
  50738. /**
  50739. * Gets the frame time capture status
  50740. */
  50741. /**
  50742. * Enable or disable the frame time capture
  50743. */
  50744. captureFrameTime: boolean;
  50745. /**
  50746. * Gets the perf counter used for inter-frames time capture
  50747. */
  50748. readonly interFrameTimeCounter: PerfCounter;
  50749. /**
  50750. * Gets the inter-frames time capture status
  50751. */
  50752. /**
  50753. * Enable or disable the inter-frames time capture
  50754. */
  50755. captureInterFrameTime: boolean;
  50756. /**
  50757. * Gets the perf counter used for render time capture
  50758. */
  50759. readonly renderTimeCounter: PerfCounter;
  50760. /**
  50761. * Gets the render time capture status
  50762. */
  50763. /**
  50764. * Enable or disable the render time capture
  50765. */
  50766. captureRenderTime: boolean;
  50767. /**
  50768. * Gets the perf counter used for camera render time capture
  50769. */
  50770. readonly cameraRenderTimeCounter: PerfCounter;
  50771. /**
  50772. * Gets the camera render time capture status
  50773. */
  50774. /**
  50775. * Enable or disable the camera render time capture
  50776. */
  50777. captureCameraRenderTime: boolean;
  50778. /**
  50779. * Gets the perf counter used for draw calls
  50780. */
  50781. readonly drawCallsCounter: PerfCounter;
  50782. /**
  50783. * Instantiates a new scene instrumentation.
  50784. * This class can be used to get instrumentation data from a Babylon engine
  50785. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50786. * @param scene Defines the scene to instrument
  50787. */
  50788. constructor(
  50789. /**
  50790. * Defines the scene to instrument
  50791. */
  50792. scene: Scene);
  50793. /**
  50794. * Dispose and release associated resources.
  50795. */
  50796. dispose(): void;
  50797. }
  50798. }
  50799. declare module "babylonjs/Instrumentation/index" {
  50800. export * from "babylonjs/Instrumentation/engineInstrumentation";
  50801. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  50802. export * from "babylonjs/Instrumentation/timeToken";
  50803. }
  50804. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  50805. /** @hidden */
  50806. export var glowMapGenerationPixelShader: {
  50807. name: string;
  50808. shader: string;
  50809. };
  50810. }
  50811. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  50812. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50813. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50814. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50815. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50816. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50817. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50818. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50819. /** @hidden */
  50820. export var glowMapGenerationVertexShader: {
  50821. name: string;
  50822. shader: string;
  50823. };
  50824. }
  50825. declare module "babylonjs/Layers/effectLayer" {
  50826. import { Observable } from "babylonjs/Misc/observable";
  50827. import { Nullable } from "babylonjs/types";
  50828. import { Camera } from "babylonjs/Cameras/camera";
  50829. import { Scene } from "babylonjs/scene";
  50830. import { ISize } from "babylonjs/Maths/math.size";
  50831. import { Color4 } from "babylonjs/Maths/math.color";
  50832. import { Engine } from "babylonjs/Engines/engine";
  50833. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50834. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50835. import { Mesh } from "babylonjs/Meshes/mesh";
  50836. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50837. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50838. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50839. import { Effect } from "babylonjs/Materials/effect";
  50840. import { Material } from "babylonjs/Materials/material";
  50841. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50842. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50843. /**
  50844. * Effect layer options. This helps customizing the behaviour
  50845. * of the effect layer.
  50846. */
  50847. export interface IEffectLayerOptions {
  50848. /**
  50849. * Multiplication factor apply to the canvas size to compute the render target size
  50850. * used to generated the objects (the smaller the faster).
  50851. */
  50852. mainTextureRatio: number;
  50853. /**
  50854. * Enforces a fixed size texture to ensure effect stability across devices.
  50855. */
  50856. mainTextureFixedSize?: number;
  50857. /**
  50858. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50859. */
  50860. alphaBlendingMode: number;
  50861. /**
  50862. * The camera attached to the layer.
  50863. */
  50864. camera: Nullable<Camera>;
  50865. /**
  50866. * The rendering group to draw the layer in.
  50867. */
  50868. renderingGroupId: number;
  50869. }
  50870. /**
  50871. * The effect layer Helps adding post process effect blended with the main pass.
  50872. *
  50873. * This can be for instance use to generate glow or higlight effects on the scene.
  50874. *
  50875. * The effect layer class can not be used directly and is intented to inherited from to be
  50876. * customized per effects.
  50877. */
  50878. export abstract class EffectLayer {
  50879. private _vertexBuffers;
  50880. private _indexBuffer;
  50881. private _cachedDefines;
  50882. private _effectLayerMapGenerationEffect;
  50883. private _effectLayerOptions;
  50884. private _mergeEffect;
  50885. protected _scene: Scene;
  50886. protected _engine: Engine;
  50887. protected _maxSize: number;
  50888. protected _mainTextureDesiredSize: ISize;
  50889. protected _mainTexture: RenderTargetTexture;
  50890. protected _shouldRender: boolean;
  50891. protected _postProcesses: PostProcess[];
  50892. protected _textures: BaseTexture[];
  50893. protected _emissiveTextureAndColor: {
  50894. texture: Nullable<BaseTexture>;
  50895. color: Color4;
  50896. };
  50897. /**
  50898. * The name of the layer
  50899. */
  50900. name: string;
  50901. /**
  50902. * The clear color of the texture used to generate the glow map.
  50903. */
  50904. neutralColor: Color4;
  50905. /**
  50906. * Specifies wether the highlight layer is enabled or not.
  50907. */
  50908. isEnabled: boolean;
  50909. /**
  50910. * Gets the camera attached to the layer.
  50911. */
  50912. readonly camera: Nullable<Camera>;
  50913. /**
  50914. * Gets the rendering group id the layer should render in.
  50915. */
  50916. renderingGroupId: number;
  50917. /**
  50918. * An event triggered when the effect layer has been disposed.
  50919. */
  50920. onDisposeObservable: Observable<EffectLayer>;
  50921. /**
  50922. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50923. */
  50924. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50925. /**
  50926. * An event triggered when the generated texture is being merged in the scene.
  50927. */
  50928. onBeforeComposeObservable: Observable<EffectLayer>;
  50929. /**
  50930. * An event triggered when the generated texture has been merged in the scene.
  50931. */
  50932. onAfterComposeObservable: Observable<EffectLayer>;
  50933. /**
  50934. * An event triggered when the efffect layer changes its size.
  50935. */
  50936. onSizeChangedObservable: Observable<EffectLayer>;
  50937. /** @hidden */
  50938. static _SceneComponentInitialization: (scene: Scene) => void;
  50939. /**
  50940. * Instantiates a new effect Layer and references it in the scene.
  50941. * @param name The name of the layer
  50942. * @param scene The scene to use the layer in
  50943. */
  50944. constructor(
  50945. /** The Friendly of the effect in the scene */
  50946. name: string, scene: Scene);
  50947. /**
  50948. * Get the effect name of the layer.
  50949. * @return The effect name
  50950. */
  50951. abstract getEffectName(): string;
  50952. /**
  50953. * Checks for the readiness of the element composing the layer.
  50954. * @param subMesh the mesh to check for
  50955. * @param useInstances specify wether or not to use instances to render the mesh
  50956. * @return true if ready otherwise, false
  50957. */
  50958. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50959. /**
  50960. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50961. * @returns true if the effect requires stencil during the main canvas render pass.
  50962. */
  50963. abstract needStencil(): boolean;
  50964. /**
  50965. * Create the merge effect. This is the shader use to blit the information back
  50966. * to the main canvas at the end of the scene rendering.
  50967. * @returns The effect containing the shader used to merge the effect on the main canvas
  50968. */
  50969. protected abstract _createMergeEffect(): Effect;
  50970. /**
  50971. * Creates the render target textures and post processes used in the effect layer.
  50972. */
  50973. protected abstract _createTextureAndPostProcesses(): void;
  50974. /**
  50975. * Implementation specific of rendering the generating effect on the main canvas.
  50976. * @param effect The effect used to render through
  50977. */
  50978. protected abstract _internalRender(effect: Effect): void;
  50979. /**
  50980. * Sets the required values for both the emissive texture and and the main color.
  50981. */
  50982. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50983. /**
  50984. * Free any resources and references associated to a mesh.
  50985. * Internal use
  50986. * @param mesh The mesh to free.
  50987. */
  50988. abstract _disposeMesh(mesh: Mesh): void;
  50989. /**
  50990. * Serializes this layer (Glow or Highlight for example)
  50991. * @returns a serialized layer object
  50992. */
  50993. abstract serialize?(): any;
  50994. /**
  50995. * Initializes the effect layer with the required options.
  50996. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50997. */
  50998. protected _init(options: Partial<IEffectLayerOptions>): void;
  50999. /**
  51000. * Generates the index buffer of the full screen quad blending to the main canvas.
  51001. */
  51002. private _generateIndexBuffer;
  51003. /**
  51004. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  51005. */
  51006. private _generateVertexBuffer;
  51007. /**
  51008. * Sets the main texture desired size which is the closest power of two
  51009. * of the engine canvas size.
  51010. */
  51011. private _setMainTextureSize;
  51012. /**
  51013. * Creates the main texture for the effect layer.
  51014. */
  51015. protected _createMainTexture(): void;
  51016. /**
  51017. * Adds specific effects defines.
  51018. * @param defines The defines to add specifics to.
  51019. */
  51020. protected _addCustomEffectDefines(defines: string[]): void;
  51021. /**
  51022. * Checks for the readiness of the element composing the layer.
  51023. * @param subMesh the mesh to check for
  51024. * @param useInstances specify wether or not to use instances to render the mesh
  51025. * @param emissiveTexture the associated emissive texture used to generate the glow
  51026. * @return true if ready otherwise, false
  51027. */
  51028. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  51029. /**
  51030. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  51031. */
  51032. render(): void;
  51033. /**
  51034. * Determine if a given mesh will be used in the current effect.
  51035. * @param mesh mesh to test
  51036. * @returns true if the mesh will be used
  51037. */
  51038. hasMesh(mesh: AbstractMesh): boolean;
  51039. /**
  51040. * Returns true if the layer contains information to display, otherwise false.
  51041. * @returns true if the glow layer should be rendered
  51042. */
  51043. shouldRender(): boolean;
  51044. /**
  51045. * Returns true if the mesh should render, otherwise false.
  51046. * @param mesh The mesh to render
  51047. * @returns true if it should render otherwise false
  51048. */
  51049. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  51050. /**
  51051. * Returns true if the mesh can be rendered, otherwise false.
  51052. * @param mesh The mesh to render
  51053. * @param material The material used on the mesh
  51054. * @returns true if it can be rendered otherwise false
  51055. */
  51056. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51057. /**
  51058. * Returns true if the mesh should render, otherwise false.
  51059. * @param mesh The mesh to render
  51060. * @returns true if it should render otherwise false
  51061. */
  51062. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  51063. /**
  51064. * Renders the submesh passed in parameter to the generation map.
  51065. */
  51066. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  51067. /**
  51068. * Rebuild the required buffers.
  51069. * @hidden Internal use only.
  51070. */
  51071. _rebuild(): void;
  51072. /**
  51073. * Dispose only the render target textures and post process.
  51074. */
  51075. private _disposeTextureAndPostProcesses;
  51076. /**
  51077. * Dispose the highlight layer and free resources.
  51078. */
  51079. dispose(): void;
  51080. /**
  51081. * Gets the class name of the effect layer
  51082. * @returns the string with the class name of the effect layer
  51083. */
  51084. getClassName(): string;
  51085. /**
  51086. * Creates an effect layer from parsed effect layer data
  51087. * @param parsedEffectLayer defines effect layer data
  51088. * @param scene defines the current scene
  51089. * @param rootUrl defines the root URL containing the effect layer information
  51090. * @returns a parsed effect Layer
  51091. */
  51092. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  51093. }
  51094. }
  51095. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  51096. import { Scene } from "babylonjs/scene";
  51097. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51098. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51099. import { AbstractScene } from "babylonjs/abstractScene";
  51100. module "babylonjs/abstractScene" {
  51101. interface AbstractScene {
  51102. /**
  51103. * The list of effect layers (highlights/glow) added to the scene
  51104. * @see http://doc.babylonjs.com/how_to/highlight_layer
  51105. * @see http://doc.babylonjs.com/how_to/glow_layer
  51106. */
  51107. effectLayers: Array<EffectLayer>;
  51108. /**
  51109. * Removes the given effect layer from this scene.
  51110. * @param toRemove defines the effect layer to remove
  51111. * @returns the index of the removed effect layer
  51112. */
  51113. removeEffectLayer(toRemove: EffectLayer): number;
  51114. /**
  51115. * Adds the given effect layer to this scene
  51116. * @param newEffectLayer defines the effect layer to add
  51117. */
  51118. addEffectLayer(newEffectLayer: EffectLayer): void;
  51119. }
  51120. }
  51121. /**
  51122. * Defines the layer scene component responsible to manage any effect layers
  51123. * in a given scene.
  51124. */
  51125. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  51126. /**
  51127. * The component name helpfull to identify the component in the list of scene components.
  51128. */
  51129. readonly name: string;
  51130. /**
  51131. * The scene the component belongs to.
  51132. */
  51133. scene: Scene;
  51134. private _engine;
  51135. private _renderEffects;
  51136. private _needStencil;
  51137. private _previousStencilState;
  51138. /**
  51139. * Creates a new instance of the component for the given scene
  51140. * @param scene Defines the scene to register the component in
  51141. */
  51142. constructor(scene: Scene);
  51143. /**
  51144. * Registers the component in a given scene
  51145. */
  51146. register(): void;
  51147. /**
  51148. * Rebuilds the elements related to this component in case of
  51149. * context lost for instance.
  51150. */
  51151. rebuild(): void;
  51152. /**
  51153. * Serializes the component data to the specified json object
  51154. * @param serializationObject The object to serialize to
  51155. */
  51156. serialize(serializationObject: any): void;
  51157. /**
  51158. * Adds all the elements from the container to the scene
  51159. * @param container the container holding the elements
  51160. */
  51161. addFromContainer(container: AbstractScene): void;
  51162. /**
  51163. * Removes all the elements in the container from the scene
  51164. * @param container contains the elements to remove
  51165. * @param dispose if the removed element should be disposed (default: false)
  51166. */
  51167. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51168. /**
  51169. * Disposes the component and the associated ressources.
  51170. */
  51171. dispose(): void;
  51172. private _isReadyForMesh;
  51173. private _renderMainTexture;
  51174. private _setStencil;
  51175. private _setStencilBack;
  51176. private _draw;
  51177. private _drawCamera;
  51178. private _drawRenderingGroup;
  51179. }
  51180. }
  51181. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  51182. /** @hidden */
  51183. export var glowMapMergePixelShader: {
  51184. name: string;
  51185. shader: string;
  51186. };
  51187. }
  51188. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  51189. /** @hidden */
  51190. export var glowMapMergeVertexShader: {
  51191. name: string;
  51192. shader: string;
  51193. };
  51194. }
  51195. declare module "babylonjs/Layers/glowLayer" {
  51196. import { Nullable } from "babylonjs/types";
  51197. import { Camera } from "babylonjs/Cameras/camera";
  51198. import { Scene } from "babylonjs/scene";
  51199. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51200. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51201. import { Mesh } from "babylonjs/Meshes/mesh";
  51202. import { Texture } from "babylonjs/Materials/Textures/texture";
  51203. import { Effect } from "babylonjs/Materials/effect";
  51204. import { Material } from "babylonjs/Materials/material";
  51205. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51206. import { Color4 } from "babylonjs/Maths/math.color";
  51207. import "babylonjs/Shaders/glowMapMerge.fragment";
  51208. import "babylonjs/Shaders/glowMapMerge.vertex";
  51209. import "babylonjs/Layers/effectLayerSceneComponent";
  51210. module "babylonjs/abstractScene" {
  51211. interface AbstractScene {
  51212. /**
  51213. * Return a the first highlight layer of the scene with a given name.
  51214. * @param name The name of the highlight layer to look for.
  51215. * @return The highlight layer if found otherwise null.
  51216. */
  51217. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  51218. }
  51219. }
  51220. /**
  51221. * Glow layer options. This helps customizing the behaviour
  51222. * of the glow layer.
  51223. */
  51224. export interface IGlowLayerOptions {
  51225. /**
  51226. * Multiplication factor apply to the canvas size to compute the render target size
  51227. * used to generated the glowing objects (the smaller the faster).
  51228. */
  51229. mainTextureRatio: number;
  51230. /**
  51231. * Enforces a fixed size texture to ensure resize independant blur.
  51232. */
  51233. mainTextureFixedSize?: number;
  51234. /**
  51235. * How big is the kernel of the blur texture.
  51236. */
  51237. blurKernelSize: number;
  51238. /**
  51239. * The camera attached to the layer.
  51240. */
  51241. camera: Nullable<Camera>;
  51242. /**
  51243. * Enable MSAA by chosing the number of samples.
  51244. */
  51245. mainTextureSamples?: number;
  51246. /**
  51247. * The rendering group to draw the layer in.
  51248. */
  51249. renderingGroupId: number;
  51250. }
  51251. /**
  51252. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  51253. *
  51254. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51255. * glowy meshes to your scene.
  51256. *
  51257. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  51258. */
  51259. export class GlowLayer extends EffectLayer {
  51260. /**
  51261. * Effect Name of the layer.
  51262. */
  51263. static readonly EffectName: string;
  51264. /**
  51265. * The default blur kernel size used for the glow.
  51266. */
  51267. static DefaultBlurKernelSize: number;
  51268. /**
  51269. * The default texture size ratio used for the glow.
  51270. */
  51271. static DefaultTextureRatio: number;
  51272. /**
  51273. * Sets the kernel size of the blur.
  51274. */
  51275. /**
  51276. * Gets the kernel size of the blur.
  51277. */
  51278. blurKernelSize: number;
  51279. /**
  51280. * Sets the glow intensity.
  51281. */
  51282. /**
  51283. * Gets the glow intensity.
  51284. */
  51285. intensity: number;
  51286. private _options;
  51287. private _intensity;
  51288. private _horizontalBlurPostprocess1;
  51289. private _verticalBlurPostprocess1;
  51290. private _horizontalBlurPostprocess2;
  51291. private _verticalBlurPostprocess2;
  51292. private _blurTexture1;
  51293. private _blurTexture2;
  51294. private _postProcesses1;
  51295. private _postProcesses2;
  51296. private _includedOnlyMeshes;
  51297. private _excludedMeshes;
  51298. /**
  51299. * Callback used to let the user override the color selection on a per mesh basis
  51300. */
  51301. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  51302. /**
  51303. * Callback used to let the user override the texture selection on a per mesh basis
  51304. */
  51305. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  51306. /**
  51307. * Instantiates a new glow Layer and references it to the scene.
  51308. * @param name The name of the layer
  51309. * @param scene The scene to use the layer in
  51310. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  51311. */
  51312. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  51313. /**
  51314. * Get the effect name of the layer.
  51315. * @return The effect name
  51316. */
  51317. getEffectName(): string;
  51318. /**
  51319. * Create the merge effect. This is the shader use to blit the information back
  51320. * to the main canvas at the end of the scene rendering.
  51321. */
  51322. protected _createMergeEffect(): Effect;
  51323. /**
  51324. * Creates the render target textures and post processes used in the glow layer.
  51325. */
  51326. protected _createTextureAndPostProcesses(): void;
  51327. /**
  51328. * Checks for the readiness of the element composing the layer.
  51329. * @param subMesh the mesh to check for
  51330. * @param useInstances specify wether or not to use instances to render the mesh
  51331. * @param emissiveTexture the associated emissive texture used to generate the glow
  51332. * @return true if ready otherwise, false
  51333. */
  51334. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51335. /**
  51336. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51337. */
  51338. needStencil(): boolean;
  51339. /**
  51340. * Returns true if the mesh can be rendered, otherwise false.
  51341. * @param mesh The mesh to render
  51342. * @param material The material used on the mesh
  51343. * @returns true if it can be rendered otherwise false
  51344. */
  51345. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51346. /**
  51347. * Implementation specific of rendering the generating effect on the main canvas.
  51348. * @param effect The effect used to render through
  51349. */
  51350. protected _internalRender(effect: Effect): void;
  51351. /**
  51352. * Sets the required values for both the emissive texture and and the main color.
  51353. */
  51354. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51355. /**
  51356. * Returns true if the mesh should render, otherwise false.
  51357. * @param mesh The mesh to render
  51358. * @returns true if it should render otherwise false
  51359. */
  51360. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51361. /**
  51362. * Adds specific effects defines.
  51363. * @param defines The defines to add specifics to.
  51364. */
  51365. protected _addCustomEffectDefines(defines: string[]): void;
  51366. /**
  51367. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  51368. * @param mesh The mesh to exclude from the glow layer
  51369. */
  51370. addExcludedMesh(mesh: Mesh): void;
  51371. /**
  51372. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  51373. * @param mesh The mesh to remove
  51374. */
  51375. removeExcludedMesh(mesh: Mesh): void;
  51376. /**
  51377. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  51378. * @param mesh The mesh to include in the glow layer
  51379. */
  51380. addIncludedOnlyMesh(mesh: Mesh): void;
  51381. /**
  51382. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  51383. * @param mesh The mesh to remove
  51384. */
  51385. removeIncludedOnlyMesh(mesh: Mesh): void;
  51386. /**
  51387. * Determine if a given mesh will be used in the glow layer
  51388. * @param mesh The mesh to test
  51389. * @returns true if the mesh will be highlighted by the current glow layer
  51390. */
  51391. hasMesh(mesh: AbstractMesh): boolean;
  51392. /**
  51393. * Free any resources and references associated to a mesh.
  51394. * Internal use
  51395. * @param mesh The mesh to free.
  51396. * @hidden
  51397. */
  51398. _disposeMesh(mesh: Mesh): void;
  51399. /**
  51400. * Gets the class name of the effect layer
  51401. * @returns the string with the class name of the effect layer
  51402. */
  51403. getClassName(): string;
  51404. /**
  51405. * Serializes this glow layer
  51406. * @returns a serialized glow layer object
  51407. */
  51408. serialize(): any;
  51409. /**
  51410. * Creates a Glow Layer from parsed glow layer data
  51411. * @param parsedGlowLayer defines glow layer data
  51412. * @param scene defines the current scene
  51413. * @param rootUrl defines the root URL containing the glow layer information
  51414. * @returns a parsed Glow Layer
  51415. */
  51416. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  51417. }
  51418. }
  51419. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  51420. /** @hidden */
  51421. export var glowBlurPostProcessPixelShader: {
  51422. name: string;
  51423. shader: string;
  51424. };
  51425. }
  51426. declare module "babylonjs/Layers/highlightLayer" {
  51427. import { Observable } from "babylonjs/Misc/observable";
  51428. import { Nullable } from "babylonjs/types";
  51429. import { Camera } from "babylonjs/Cameras/camera";
  51430. import { Scene } from "babylonjs/scene";
  51431. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51432. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51433. import { Mesh } from "babylonjs/Meshes/mesh";
  51434. import { Effect } from "babylonjs/Materials/effect";
  51435. import { Material } from "babylonjs/Materials/material";
  51436. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51437. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  51438. import "babylonjs/Shaders/glowMapMerge.fragment";
  51439. import "babylonjs/Shaders/glowMapMerge.vertex";
  51440. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  51441. module "babylonjs/abstractScene" {
  51442. interface AbstractScene {
  51443. /**
  51444. * Return a the first highlight layer of the scene with a given name.
  51445. * @param name The name of the highlight layer to look for.
  51446. * @return The highlight layer if found otherwise null.
  51447. */
  51448. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  51449. }
  51450. }
  51451. /**
  51452. * Highlight layer options. This helps customizing the behaviour
  51453. * of the highlight layer.
  51454. */
  51455. export interface IHighlightLayerOptions {
  51456. /**
  51457. * Multiplication factor apply to the canvas size to compute the render target size
  51458. * used to generated the glowing objects (the smaller the faster).
  51459. */
  51460. mainTextureRatio: number;
  51461. /**
  51462. * Enforces a fixed size texture to ensure resize independant blur.
  51463. */
  51464. mainTextureFixedSize?: number;
  51465. /**
  51466. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  51467. * of the picture to blur (the smaller the faster).
  51468. */
  51469. blurTextureSizeRatio: number;
  51470. /**
  51471. * How big in texel of the blur texture is the vertical blur.
  51472. */
  51473. blurVerticalSize: number;
  51474. /**
  51475. * How big in texel of the blur texture is the horizontal blur.
  51476. */
  51477. blurHorizontalSize: number;
  51478. /**
  51479. * Alpha blending mode used to apply the blur. Default is combine.
  51480. */
  51481. alphaBlendingMode: number;
  51482. /**
  51483. * The camera attached to the layer.
  51484. */
  51485. camera: Nullable<Camera>;
  51486. /**
  51487. * Should we display highlight as a solid stroke?
  51488. */
  51489. isStroke?: boolean;
  51490. /**
  51491. * The rendering group to draw the layer in.
  51492. */
  51493. renderingGroupId: number;
  51494. }
  51495. /**
  51496. * The highlight layer Helps adding a glow effect around a mesh.
  51497. *
  51498. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51499. * glowy meshes to your scene.
  51500. *
  51501. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  51502. */
  51503. export class HighlightLayer extends EffectLayer {
  51504. name: string;
  51505. /**
  51506. * Effect Name of the highlight layer.
  51507. */
  51508. static readonly EffectName: string;
  51509. /**
  51510. * The neutral color used during the preparation of the glow effect.
  51511. * This is black by default as the blend operation is a blend operation.
  51512. */
  51513. static NeutralColor: Color4;
  51514. /**
  51515. * Stencil value used for glowing meshes.
  51516. */
  51517. static GlowingMeshStencilReference: number;
  51518. /**
  51519. * Stencil value used for the other meshes in the scene.
  51520. */
  51521. static NormalMeshStencilReference: number;
  51522. /**
  51523. * Specifies whether or not the inner glow is ACTIVE in the layer.
  51524. */
  51525. innerGlow: boolean;
  51526. /**
  51527. * Specifies whether or not the outer glow is ACTIVE in the layer.
  51528. */
  51529. outerGlow: boolean;
  51530. /**
  51531. * Specifies the horizontal size of the blur.
  51532. */
  51533. /**
  51534. * Gets the horizontal size of the blur.
  51535. */
  51536. blurHorizontalSize: number;
  51537. /**
  51538. * Specifies the vertical size of the blur.
  51539. */
  51540. /**
  51541. * Gets the vertical size of the blur.
  51542. */
  51543. blurVerticalSize: number;
  51544. /**
  51545. * An event triggered when the highlight layer is being blurred.
  51546. */
  51547. onBeforeBlurObservable: Observable<HighlightLayer>;
  51548. /**
  51549. * An event triggered when the highlight layer has been blurred.
  51550. */
  51551. onAfterBlurObservable: Observable<HighlightLayer>;
  51552. private _instanceGlowingMeshStencilReference;
  51553. private _options;
  51554. private _downSamplePostprocess;
  51555. private _horizontalBlurPostprocess;
  51556. private _verticalBlurPostprocess;
  51557. private _blurTexture;
  51558. private _meshes;
  51559. private _excludedMeshes;
  51560. /**
  51561. * Instantiates a new highlight Layer and references it to the scene..
  51562. * @param name The name of the layer
  51563. * @param scene The scene to use the layer in
  51564. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  51565. */
  51566. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  51567. /**
  51568. * Get the effect name of the layer.
  51569. * @return The effect name
  51570. */
  51571. getEffectName(): string;
  51572. /**
  51573. * Create the merge effect. This is the shader use to blit the information back
  51574. * to the main canvas at the end of the scene rendering.
  51575. */
  51576. protected _createMergeEffect(): Effect;
  51577. /**
  51578. * Creates the render target textures and post processes used in the highlight layer.
  51579. */
  51580. protected _createTextureAndPostProcesses(): void;
  51581. /**
  51582. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51583. */
  51584. needStencil(): boolean;
  51585. /**
  51586. * Checks for the readiness of the element composing the layer.
  51587. * @param subMesh the mesh to check for
  51588. * @param useInstances specify wether or not to use instances to render the mesh
  51589. * @param emissiveTexture the associated emissive texture used to generate the glow
  51590. * @return true if ready otherwise, false
  51591. */
  51592. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51593. /**
  51594. * Implementation specific of rendering the generating effect on the main canvas.
  51595. * @param effect The effect used to render through
  51596. */
  51597. protected _internalRender(effect: Effect): void;
  51598. /**
  51599. * Returns true if the layer contains information to display, otherwise false.
  51600. */
  51601. shouldRender(): boolean;
  51602. /**
  51603. * Returns true if the mesh should render, otherwise false.
  51604. * @param mesh The mesh to render
  51605. * @returns true if it should render otherwise false
  51606. */
  51607. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51608. /**
  51609. * Sets the required values for both the emissive texture and and the main color.
  51610. */
  51611. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51612. /**
  51613. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  51614. * @param mesh The mesh to exclude from the highlight layer
  51615. */
  51616. addExcludedMesh(mesh: Mesh): void;
  51617. /**
  51618. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  51619. * @param mesh The mesh to highlight
  51620. */
  51621. removeExcludedMesh(mesh: Mesh): void;
  51622. /**
  51623. * Determine if a given mesh will be highlighted by the current HighlightLayer
  51624. * @param mesh mesh to test
  51625. * @returns true if the mesh will be highlighted by the current HighlightLayer
  51626. */
  51627. hasMesh(mesh: AbstractMesh): boolean;
  51628. /**
  51629. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  51630. * @param mesh The mesh to highlight
  51631. * @param color The color of the highlight
  51632. * @param glowEmissiveOnly Extract the glow from the emissive texture
  51633. */
  51634. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  51635. /**
  51636. * Remove a mesh from the highlight layer in order to make it stop glowing.
  51637. * @param mesh The mesh to highlight
  51638. */
  51639. removeMesh(mesh: Mesh): void;
  51640. /**
  51641. * Force the stencil to the normal expected value for none glowing parts
  51642. */
  51643. private _defaultStencilReference;
  51644. /**
  51645. * Free any resources and references associated to a mesh.
  51646. * Internal use
  51647. * @param mesh The mesh to free.
  51648. * @hidden
  51649. */
  51650. _disposeMesh(mesh: Mesh): void;
  51651. /**
  51652. * Dispose the highlight layer and free resources.
  51653. */
  51654. dispose(): void;
  51655. /**
  51656. * Gets the class name of the effect layer
  51657. * @returns the string with the class name of the effect layer
  51658. */
  51659. getClassName(): string;
  51660. /**
  51661. * Serializes this Highlight layer
  51662. * @returns a serialized Highlight layer object
  51663. */
  51664. serialize(): any;
  51665. /**
  51666. * Creates a Highlight layer from parsed Highlight layer data
  51667. * @param parsedHightlightLayer defines the Highlight layer data
  51668. * @param scene defines the current scene
  51669. * @param rootUrl defines the root URL containing the Highlight layer information
  51670. * @returns a parsed Highlight layer
  51671. */
  51672. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  51673. }
  51674. }
  51675. declare module "babylonjs/Layers/layerSceneComponent" {
  51676. import { Scene } from "babylonjs/scene";
  51677. import { ISceneComponent } from "babylonjs/sceneComponent";
  51678. import { Layer } from "babylonjs/Layers/layer";
  51679. import { AbstractScene } from "babylonjs/abstractScene";
  51680. module "babylonjs/abstractScene" {
  51681. interface AbstractScene {
  51682. /**
  51683. * The list of layers (background and foreground) of the scene
  51684. */
  51685. layers: Array<Layer>;
  51686. }
  51687. }
  51688. /**
  51689. * Defines the layer scene component responsible to manage any layers
  51690. * in a given scene.
  51691. */
  51692. export class LayerSceneComponent implements ISceneComponent {
  51693. /**
  51694. * The component name helpfull to identify the component in the list of scene components.
  51695. */
  51696. readonly name: string;
  51697. /**
  51698. * The scene the component belongs to.
  51699. */
  51700. scene: Scene;
  51701. private _engine;
  51702. /**
  51703. * Creates a new instance of the component for the given scene
  51704. * @param scene Defines the scene to register the component in
  51705. */
  51706. constructor(scene: Scene);
  51707. /**
  51708. * Registers the component in a given scene
  51709. */
  51710. register(): void;
  51711. /**
  51712. * Rebuilds the elements related to this component in case of
  51713. * context lost for instance.
  51714. */
  51715. rebuild(): void;
  51716. /**
  51717. * Disposes the component and the associated ressources.
  51718. */
  51719. dispose(): void;
  51720. private _draw;
  51721. private _drawCameraPredicate;
  51722. private _drawCameraBackground;
  51723. private _drawCameraForeground;
  51724. private _drawRenderTargetPredicate;
  51725. private _drawRenderTargetBackground;
  51726. private _drawRenderTargetForeground;
  51727. /**
  51728. * Adds all the elements from the container to the scene
  51729. * @param container the container holding the elements
  51730. */
  51731. addFromContainer(container: AbstractScene): void;
  51732. /**
  51733. * Removes all the elements in the container from the scene
  51734. * @param container contains the elements to remove
  51735. * @param dispose if the removed element should be disposed (default: false)
  51736. */
  51737. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51738. }
  51739. }
  51740. declare module "babylonjs/Shaders/layer.fragment" {
  51741. /** @hidden */
  51742. export var layerPixelShader: {
  51743. name: string;
  51744. shader: string;
  51745. };
  51746. }
  51747. declare module "babylonjs/Shaders/layer.vertex" {
  51748. /** @hidden */
  51749. export var layerVertexShader: {
  51750. name: string;
  51751. shader: string;
  51752. };
  51753. }
  51754. declare module "babylonjs/Layers/layer" {
  51755. import { Observable } from "babylonjs/Misc/observable";
  51756. import { Nullable } from "babylonjs/types";
  51757. import { Scene } from "babylonjs/scene";
  51758. import { Vector2 } from "babylonjs/Maths/math.vector";
  51759. import { Color4 } from "babylonjs/Maths/math.color";
  51760. import { Texture } from "babylonjs/Materials/Textures/texture";
  51761. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51762. import "babylonjs/Shaders/layer.fragment";
  51763. import "babylonjs/Shaders/layer.vertex";
  51764. /**
  51765. * This represents a full screen 2d layer.
  51766. * This can be useful to display a picture in the background of your scene for instance.
  51767. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51768. */
  51769. export class Layer {
  51770. /**
  51771. * Define the name of the layer.
  51772. */
  51773. name: string;
  51774. /**
  51775. * Define the texture the layer should display.
  51776. */
  51777. texture: Nullable<Texture>;
  51778. /**
  51779. * Is the layer in background or foreground.
  51780. */
  51781. isBackground: boolean;
  51782. /**
  51783. * Define the color of the layer (instead of texture).
  51784. */
  51785. color: Color4;
  51786. /**
  51787. * Define the scale of the layer in order to zoom in out of the texture.
  51788. */
  51789. scale: Vector2;
  51790. /**
  51791. * Define an offset for the layer in order to shift the texture.
  51792. */
  51793. offset: Vector2;
  51794. /**
  51795. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  51796. */
  51797. alphaBlendingMode: number;
  51798. /**
  51799. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  51800. * Alpha test will not mix with the background color in case of transparency.
  51801. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  51802. */
  51803. alphaTest: boolean;
  51804. /**
  51805. * Define a mask to restrict the layer to only some of the scene cameras.
  51806. */
  51807. layerMask: number;
  51808. /**
  51809. * Define the list of render target the layer is visible into.
  51810. */
  51811. renderTargetTextures: RenderTargetTexture[];
  51812. /**
  51813. * Define if the layer is only used in renderTarget or if it also
  51814. * renders in the main frame buffer of the canvas.
  51815. */
  51816. renderOnlyInRenderTargetTextures: boolean;
  51817. private _scene;
  51818. private _vertexBuffers;
  51819. private _indexBuffer;
  51820. private _effect;
  51821. private _alphaTestEffect;
  51822. /**
  51823. * An event triggered when the layer is disposed.
  51824. */
  51825. onDisposeObservable: Observable<Layer>;
  51826. private _onDisposeObserver;
  51827. /**
  51828. * Back compatibility with callback before the onDisposeObservable existed.
  51829. * The set callback will be triggered when the layer has been disposed.
  51830. */
  51831. onDispose: () => void;
  51832. /**
  51833. * An event triggered before rendering the scene
  51834. */
  51835. onBeforeRenderObservable: Observable<Layer>;
  51836. private _onBeforeRenderObserver;
  51837. /**
  51838. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51839. * The set callback will be triggered just before rendering the layer.
  51840. */
  51841. onBeforeRender: () => void;
  51842. /**
  51843. * An event triggered after rendering the scene
  51844. */
  51845. onAfterRenderObservable: Observable<Layer>;
  51846. private _onAfterRenderObserver;
  51847. /**
  51848. * Back compatibility with callback before the onAfterRenderObservable existed.
  51849. * The set callback will be triggered just after rendering the layer.
  51850. */
  51851. onAfterRender: () => void;
  51852. /**
  51853. * Instantiates a new layer.
  51854. * This represents a full screen 2d layer.
  51855. * This can be useful to display a picture in the background of your scene for instance.
  51856. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51857. * @param name Define the name of the layer in the scene
  51858. * @param imgUrl Define the url of the texture to display in the layer
  51859. * @param scene Define the scene the layer belongs to
  51860. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51861. * @param color Defines a color for the layer
  51862. */
  51863. constructor(
  51864. /**
  51865. * Define the name of the layer.
  51866. */
  51867. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51868. private _createIndexBuffer;
  51869. /** @hidden */
  51870. _rebuild(): void;
  51871. /**
  51872. * Renders the layer in the scene.
  51873. */
  51874. render(): void;
  51875. /**
  51876. * Disposes and releases the associated ressources.
  51877. */
  51878. dispose(): void;
  51879. }
  51880. }
  51881. declare module "babylonjs/Layers/index" {
  51882. export * from "babylonjs/Layers/effectLayer";
  51883. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51884. export * from "babylonjs/Layers/glowLayer";
  51885. export * from "babylonjs/Layers/highlightLayer";
  51886. export * from "babylonjs/Layers/layer";
  51887. export * from "babylonjs/Layers/layerSceneComponent";
  51888. }
  51889. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51890. /** @hidden */
  51891. export var lensFlarePixelShader: {
  51892. name: string;
  51893. shader: string;
  51894. };
  51895. }
  51896. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51897. /** @hidden */
  51898. export var lensFlareVertexShader: {
  51899. name: string;
  51900. shader: string;
  51901. };
  51902. }
  51903. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51904. import { Scene } from "babylonjs/scene";
  51905. import { Vector3 } from "babylonjs/Maths/math.vector";
  51906. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51907. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51908. import "babylonjs/Shaders/lensFlare.fragment";
  51909. import "babylonjs/Shaders/lensFlare.vertex";
  51910. import { Viewport } from "babylonjs/Maths/math.viewport";
  51911. /**
  51912. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51913. * It is usually composed of several `lensFlare`.
  51914. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51915. */
  51916. export class LensFlareSystem {
  51917. /**
  51918. * Define the name of the lens flare system
  51919. */
  51920. name: string;
  51921. /**
  51922. * List of lens flares used in this system.
  51923. */
  51924. lensFlares: LensFlare[];
  51925. /**
  51926. * Define a limit from the border the lens flare can be visible.
  51927. */
  51928. borderLimit: number;
  51929. /**
  51930. * Define a viewport border we do not want to see the lens flare in.
  51931. */
  51932. viewportBorder: number;
  51933. /**
  51934. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51935. */
  51936. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51937. /**
  51938. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51939. */
  51940. layerMask: number;
  51941. /**
  51942. * Define the id of the lens flare system in the scene.
  51943. * (equal to name by default)
  51944. */
  51945. id: string;
  51946. private _scene;
  51947. private _emitter;
  51948. private _vertexBuffers;
  51949. private _indexBuffer;
  51950. private _effect;
  51951. private _positionX;
  51952. private _positionY;
  51953. private _isEnabled;
  51954. /** @hidden */
  51955. static _SceneComponentInitialization: (scene: Scene) => void;
  51956. /**
  51957. * Instantiates a lens flare system.
  51958. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51959. * It is usually composed of several `lensFlare`.
  51960. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51961. * @param name Define the name of the lens flare system in the scene
  51962. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51963. * @param scene Define the scene the lens flare system belongs to
  51964. */
  51965. constructor(
  51966. /**
  51967. * Define the name of the lens flare system
  51968. */
  51969. name: string, emitter: any, scene: Scene);
  51970. /**
  51971. * Define if the lens flare system is enabled.
  51972. */
  51973. isEnabled: boolean;
  51974. /**
  51975. * Get the scene the effects belongs to.
  51976. * @returns the scene holding the lens flare system
  51977. */
  51978. getScene(): Scene;
  51979. /**
  51980. * Get the emitter of the lens flare system.
  51981. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51982. * @returns the emitter of the lens flare system
  51983. */
  51984. getEmitter(): any;
  51985. /**
  51986. * Set the emitter of the lens flare system.
  51987. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51988. * @param newEmitter Define the new emitter of the system
  51989. */
  51990. setEmitter(newEmitter: any): void;
  51991. /**
  51992. * Get the lens flare system emitter position.
  51993. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51994. * @returns the position
  51995. */
  51996. getEmitterPosition(): Vector3;
  51997. /**
  51998. * @hidden
  51999. */
  52000. computeEffectivePosition(globalViewport: Viewport): boolean;
  52001. /** @hidden */
  52002. _isVisible(): boolean;
  52003. /**
  52004. * @hidden
  52005. */
  52006. render(): boolean;
  52007. /**
  52008. * Dispose and release the lens flare with its associated resources.
  52009. */
  52010. dispose(): void;
  52011. /**
  52012. * Parse a lens flare system from a JSON repressentation
  52013. * @param parsedLensFlareSystem Define the JSON to parse
  52014. * @param scene Define the scene the parsed system should be instantiated in
  52015. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  52016. * @returns the parsed system
  52017. */
  52018. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  52019. /**
  52020. * Serialize the current Lens Flare System into a JSON representation.
  52021. * @returns the serialized JSON
  52022. */
  52023. serialize(): any;
  52024. }
  52025. }
  52026. declare module "babylonjs/LensFlares/lensFlare" {
  52027. import { Nullable } from "babylonjs/types";
  52028. import { Color3 } from "babylonjs/Maths/math.color";
  52029. import { Texture } from "babylonjs/Materials/Textures/texture";
  52030. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52031. /**
  52032. * This represents one of the lens effect in a `lensFlareSystem`.
  52033. * It controls one of the indiviual texture used in the effect.
  52034. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52035. */
  52036. export class LensFlare {
  52037. /**
  52038. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52039. */
  52040. size: number;
  52041. /**
  52042. * 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.
  52043. */
  52044. position: number;
  52045. /**
  52046. * Define the lens color.
  52047. */
  52048. color: Color3;
  52049. /**
  52050. * Define the lens texture.
  52051. */
  52052. texture: Nullable<Texture>;
  52053. /**
  52054. * Define the alpha mode to render this particular lens.
  52055. */
  52056. alphaMode: number;
  52057. private _system;
  52058. /**
  52059. * Creates a new Lens Flare.
  52060. * This represents one of the lens effect in a `lensFlareSystem`.
  52061. * It controls one of the indiviual texture used in the effect.
  52062. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52063. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  52064. * @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.
  52065. * @param color Define the lens color
  52066. * @param imgUrl Define the lens texture url
  52067. * @param system Define the `lensFlareSystem` this flare is part of
  52068. * @returns The newly created Lens Flare
  52069. */
  52070. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  52071. /**
  52072. * Instantiates a new Lens Flare.
  52073. * This represents one of the lens effect in a `lensFlareSystem`.
  52074. * It controls one of the indiviual texture used in the effect.
  52075. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52076. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  52077. * @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.
  52078. * @param color Define the lens color
  52079. * @param imgUrl Define the lens texture url
  52080. * @param system Define the `lensFlareSystem` this flare is part of
  52081. */
  52082. constructor(
  52083. /**
  52084. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52085. */
  52086. size: number,
  52087. /**
  52088. * 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.
  52089. */
  52090. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  52091. /**
  52092. * Dispose and release the lens flare with its associated resources.
  52093. */
  52094. dispose(): void;
  52095. }
  52096. }
  52097. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  52098. import { Nullable } from "babylonjs/types";
  52099. import { Scene } from "babylonjs/scene";
  52100. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52101. import { AbstractScene } from "babylonjs/abstractScene";
  52102. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52103. module "babylonjs/abstractScene" {
  52104. interface AbstractScene {
  52105. /**
  52106. * The list of lens flare system added to the scene
  52107. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52108. */
  52109. lensFlareSystems: Array<LensFlareSystem>;
  52110. /**
  52111. * Removes the given lens flare system from this scene.
  52112. * @param toRemove The lens flare system to remove
  52113. * @returns The index of the removed lens flare system
  52114. */
  52115. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  52116. /**
  52117. * Adds the given lens flare system to this scene
  52118. * @param newLensFlareSystem The lens flare system to add
  52119. */
  52120. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  52121. /**
  52122. * Gets a lens flare system using its name
  52123. * @param name defines the name to look for
  52124. * @returns the lens flare system or null if not found
  52125. */
  52126. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  52127. /**
  52128. * Gets a lens flare system using its id
  52129. * @param id defines the id to look for
  52130. * @returns the lens flare system or null if not found
  52131. */
  52132. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  52133. }
  52134. }
  52135. /**
  52136. * Defines the lens flare scene component responsible to manage any lens flares
  52137. * in a given scene.
  52138. */
  52139. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  52140. /**
  52141. * The component name helpfull to identify the component in the list of scene components.
  52142. */
  52143. readonly name: string;
  52144. /**
  52145. * The scene the component belongs to.
  52146. */
  52147. scene: Scene;
  52148. /**
  52149. * Creates a new instance of the component for the given scene
  52150. * @param scene Defines the scene to register the component in
  52151. */
  52152. constructor(scene: Scene);
  52153. /**
  52154. * Registers the component in a given scene
  52155. */
  52156. register(): void;
  52157. /**
  52158. * Rebuilds the elements related to this component in case of
  52159. * context lost for instance.
  52160. */
  52161. rebuild(): void;
  52162. /**
  52163. * Adds all the elements from the container to the scene
  52164. * @param container the container holding the elements
  52165. */
  52166. addFromContainer(container: AbstractScene): void;
  52167. /**
  52168. * Removes all the elements in the container from the scene
  52169. * @param container contains the elements to remove
  52170. * @param dispose if the removed element should be disposed (default: false)
  52171. */
  52172. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52173. /**
  52174. * Serializes the component data to the specified json object
  52175. * @param serializationObject The object to serialize to
  52176. */
  52177. serialize(serializationObject: any): void;
  52178. /**
  52179. * Disposes the component and the associated ressources.
  52180. */
  52181. dispose(): void;
  52182. private _draw;
  52183. }
  52184. }
  52185. declare module "babylonjs/LensFlares/index" {
  52186. export * from "babylonjs/LensFlares/lensFlare";
  52187. export * from "babylonjs/LensFlares/lensFlareSystem";
  52188. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  52189. }
  52190. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  52191. import { Scene } from "babylonjs/scene";
  52192. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52193. import { AbstractScene } from "babylonjs/abstractScene";
  52194. /**
  52195. * Defines the shadow generator component responsible to manage any shadow generators
  52196. * in a given scene.
  52197. */
  52198. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  52199. /**
  52200. * The component name helpfull to identify the component in the list of scene components.
  52201. */
  52202. readonly name: string;
  52203. /**
  52204. * The scene the component belongs to.
  52205. */
  52206. scene: Scene;
  52207. /**
  52208. * Creates a new instance of the component for the given scene
  52209. * @param scene Defines the scene to register the component in
  52210. */
  52211. constructor(scene: Scene);
  52212. /**
  52213. * Registers the component in a given scene
  52214. */
  52215. register(): void;
  52216. /**
  52217. * Rebuilds the elements related to this component in case of
  52218. * context lost for instance.
  52219. */
  52220. rebuild(): void;
  52221. /**
  52222. * Serializes the component data to the specified json object
  52223. * @param serializationObject The object to serialize to
  52224. */
  52225. serialize(serializationObject: any): void;
  52226. /**
  52227. * Adds all the elements from the container to the scene
  52228. * @param container the container holding the elements
  52229. */
  52230. addFromContainer(container: AbstractScene): void;
  52231. /**
  52232. * Removes all the elements in the container from the scene
  52233. * @param container contains the elements to remove
  52234. * @param dispose if the removed element should be disposed (default: false)
  52235. */
  52236. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52237. /**
  52238. * Rebuilds the elements related to this component in case of
  52239. * context lost for instance.
  52240. */
  52241. dispose(): void;
  52242. private _gatherRenderTargets;
  52243. }
  52244. }
  52245. declare module "babylonjs/Lights/Shadows/index" {
  52246. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  52247. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  52248. }
  52249. declare module "babylonjs/Lights/pointLight" {
  52250. import { Scene } from "babylonjs/scene";
  52251. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52252. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52253. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  52254. import { Effect } from "babylonjs/Materials/effect";
  52255. /**
  52256. * A point light is a light defined by an unique point in world space.
  52257. * The light is emitted in every direction from this point.
  52258. * A good example of a point light is a standard light bulb.
  52259. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52260. */
  52261. export class PointLight extends ShadowLight {
  52262. private _shadowAngle;
  52263. /**
  52264. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52265. * This specifies what angle the shadow will use to be created.
  52266. *
  52267. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52268. */
  52269. /**
  52270. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52271. * This specifies what angle the shadow will use to be created.
  52272. *
  52273. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52274. */
  52275. shadowAngle: number;
  52276. /**
  52277. * Gets the direction if it has been set.
  52278. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52279. */
  52280. /**
  52281. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52282. */
  52283. direction: Vector3;
  52284. /**
  52285. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52286. * A PointLight emits the light in every direction.
  52287. * It can cast shadows.
  52288. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52289. * ```javascript
  52290. * var pointLight = new PointLight("pl", camera.position, scene);
  52291. * ```
  52292. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52293. * @param name The light friendly name
  52294. * @param position The position of the point light in the scene
  52295. * @param scene The scene the lights belongs to
  52296. */
  52297. constructor(name: string, position: Vector3, scene: Scene);
  52298. /**
  52299. * Returns the string "PointLight"
  52300. * @returns the class name
  52301. */
  52302. getClassName(): string;
  52303. /**
  52304. * Returns the integer 0.
  52305. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52306. */
  52307. getTypeID(): number;
  52308. /**
  52309. * Specifies wether or not the shadowmap should be a cube texture.
  52310. * @returns true if the shadowmap needs to be a cube texture.
  52311. */
  52312. needCube(): boolean;
  52313. /**
  52314. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52315. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52316. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52317. */
  52318. getShadowDirection(faceIndex?: number): Vector3;
  52319. /**
  52320. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52321. * - fov = PI / 2
  52322. * - aspect ratio : 1.0
  52323. * - z-near and far equal to the active camera minZ and maxZ.
  52324. * Returns the PointLight.
  52325. */
  52326. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  52327. protected _buildUniformLayout(): void;
  52328. /**
  52329. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52330. * @param effect The effect to update
  52331. * @param lightIndex The index of the light in the effect to update
  52332. * @returns The point light
  52333. */
  52334. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  52335. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  52336. /**
  52337. * Prepares the list of defines specific to the light type.
  52338. * @param defines the list of defines
  52339. * @param lightIndex defines the index of the light for the effect
  52340. */
  52341. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  52342. }
  52343. }
  52344. declare module "babylonjs/Lights/index" {
  52345. export * from "babylonjs/Lights/light";
  52346. export * from "babylonjs/Lights/shadowLight";
  52347. export * from "babylonjs/Lights/Shadows/index";
  52348. export * from "babylonjs/Lights/directionalLight";
  52349. export * from "babylonjs/Lights/hemisphericLight";
  52350. export * from "babylonjs/Lights/pointLight";
  52351. export * from "babylonjs/Lights/spotLight";
  52352. }
  52353. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  52354. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  52355. /**
  52356. * Header information of HDR texture files.
  52357. */
  52358. export interface HDRInfo {
  52359. /**
  52360. * The height of the texture in pixels.
  52361. */
  52362. height: number;
  52363. /**
  52364. * The width of the texture in pixels.
  52365. */
  52366. width: number;
  52367. /**
  52368. * The index of the beginning of the data in the binary file.
  52369. */
  52370. dataPosition: number;
  52371. }
  52372. /**
  52373. * This groups tools to convert HDR texture to native colors array.
  52374. */
  52375. export class HDRTools {
  52376. private static Ldexp;
  52377. private static Rgbe2float;
  52378. private static readStringLine;
  52379. /**
  52380. * Reads header information from an RGBE texture stored in a native array.
  52381. * More information on this format are available here:
  52382. * https://en.wikipedia.org/wiki/RGBE_image_format
  52383. *
  52384. * @param uint8array The binary file stored in native array.
  52385. * @return The header information.
  52386. */
  52387. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  52388. /**
  52389. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  52390. * This RGBE texture needs to store the information as a panorama.
  52391. *
  52392. * More information on this format are available here:
  52393. * https://en.wikipedia.org/wiki/RGBE_image_format
  52394. *
  52395. * @param buffer The binary file stored in an array buffer.
  52396. * @param size The expected size of the extracted cubemap.
  52397. * @return The Cube Map information.
  52398. */
  52399. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  52400. /**
  52401. * Returns the pixels data extracted from an RGBE texture.
  52402. * This pixels will be stored left to right up to down in the R G B order in one array.
  52403. *
  52404. * More information on this format are available here:
  52405. * https://en.wikipedia.org/wiki/RGBE_image_format
  52406. *
  52407. * @param uint8array The binary file stored in an array buffer.
  52408. * @param hdrInfo The header information of the file.
  52409. * @return The pixels data in RGB right to left up to down order.
  52410. */
  52411. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  52412. private static RGBE_ReadPixels_RLE;
  52413. }
  52414. }
  52415. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  52416. import { Nullable } from "babylonjs/types";
  52417. import { Scene } from "babylonjs/scene";
  52418. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52419. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52420. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52421. /**
  52422. * This represents a texture coming from an HDR input.
  52423. *
  52424. * The only supported format is currently panorama picture stored in RGBE format.
  52425. * Example of such files can be found on HDRLib: http://hdrlib.com/
  52426. */
  52427. export class HDRCubeTexture extends BaseTexture {
  52428. private static _facesMapping;
  52429. private _generateHarmonics;
  52430. private _noMipmap;
  52431. private _textureMatrix;
  52432. private _size;
  52433. private _onLoad;
  52434. private _onError;
  52435. /**
  52436. * The texture URL.
  52437. */
  52438. url: string;
  52439. /**
  52440. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  52441. */
  52442. coordinatesMode: number;
  52443. protected _isBlocking: boolean;
  52444. /**
  52445. * Sets wether or not the texture is blocking during loading.
  52446. */
  52447. /**
  52448. * Gets wether or not the texture is blocking during loading.
  52449. */
  52450. isBlocking: boolean;
  52451. protected _rotationY: number;
  52452. /**
  52453. * Sets texture matrix rotation angle around Y axis in radians.
  52454. */
  52455. /**
  52456. * Gets texture matrix rotation angle around Y axis radians.
  52457. */
  52458. rotationY: number;
  52459. /**
  52460. * Gets or sets the center of the bounding box associated with the cube texture
  52461. * It must define where the camera used to render the texture was set
  52462. */
  52463. boundingBoxPosition: Vector3;
  52464. private _boundingBoxSize;
  52465. /**
  52466. * Gets or sets the size of the bounding box associated with the cube texture
  52467. * When defined, the cubemap will switch to local mode
  52468. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  52469. * @example https://www.babylonjs-playground.com/#RNASML
  52470. */
  52471. boundingBoxSize: Vector3;
  52472. /**
  52473. * Instantiates an HDRTexture from the following parameters.
  52474. *
  52475. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  52476. * @param scene The scene the texture will be used in
  52477. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52478. * @param noMipmap Forces to not generate the mipmap if true
  52479. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  52480. * @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)
  52481. * @param reserved Reserved flag for internal use.
  52482. */
  52483. 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>);
  52484. /**
  52485. * Get the current class name of the texture useful for serialization or dynamic coding.
  52486. * @returns "HDRCubeTexture"
  52487. */
  52488. getClassName(): string;
  52489. /**
  52490. * Occurs when the file is raw .hdr file.
  52491. */
  52492. private loadTexture;
  52493. clone(): HDRCubeTexture;
  52494. delayLoad(): void;
  52495. /**
  52496. * Get the texture reflection matrix used to rotate/transform the reflection.
  52497. * @returns the reflection matrix
  52498. */
  52499. getReflectionTextureMatrix(): Matrix;
  52500. /**
  52501. * Set the texture reflection matrix used to rotate/transform the reflection.
  52502. * @param value Define the reflection matrix to set
  52503. */
  52504. setReflectionTextureMatrix(value: Matrix): void;
  52505. /**
  52506. * Parses a JSON representation of an HDR Texture in order to create the texture
  52507. * @param parsedTexture Define the JSON representation
  52508. * @param scene Define the scene the texture should be created in
  52509. * @param rootUrl Define the root url in case we need to load relative dependencies
  52510. * @returns the newly created texture after parsing
  52511. */
  52512. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  52513. serialize(): any;
  52514. }
  52515. }
  52516. declare module "babylonjs/Physics/physicsEngine" {
  52517. import { Nullable } from "babylonjs/types";
  52518. import { Vector3 } from "babylonjs/Maths/math.vector";
  52519. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  52520. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  52521. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  52522. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52523. /**
  52524. * Class used to control physics engine
  52525. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  52526. */
  52527. export class PhysicsEngine implements IPhysicsEngine {
  52528. private _physicsPlugin;
  52529. /**
  52530. * Global value used to control the smallest number supported by the simulation
  52531. */
  52532. static Epsilon: number;
  52533. private _impostors;
  52534. private _joints;
  52535. /**
  52536. * Gets the gravity vector used by the simulation
  52537. */
  52538. gravity: Vector3;
  52539. /**
  52540. * Factory used to create the default physics plugin.
  52541. * @returns The default physics plugin
  52542. */
  52543. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  52544. /**
  52545. * Creates a new Physics Engine
  52546. * @param gravity defines the gravity vector used by the simulation
  52547. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  52548. */
  52549. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  52550. /**
  52551. * Sets the gravity vector used by the simulation
  52552. * @param gravity defines the gravity vector to use
  52553. */
  52554. setGravity(gravity: Vector3): void;
  52555. /**
  52556. * Set the time step of the physics engine.
  52557. * Default is 1/60.
  52558. * To slow it down, enter 1/600 for example.
  52559. * To speed it up, 1/30
  52560. * @param newTimeStep defines the new timestep to apply to this world.
  52561. */
  52562. setTimeStep(newTimeStep?: number): void;
  52563. /**
  52564. * Get the time step of the physics engine.
  52565. * @returns the current time step
  52566. */
  52567. getTimeStep(): number;
  52568. /**
  52569. * Release all resources
  52570. */
  52571. dispose(): void;
  52572. /**
  52573. * Gets the name of the current physics plugin
  52574. * @returns the name of the plugin
  52575. */
  52576. getPhysicsPluginName(): string;
  52577. /**
  52578. * Adding a new impostor for the impostor tracking.
  52579. * This will be done by the impostor itself.
  52580. * @param impostor the impostor to add
  52581. */
  52582. addImpostor(impostor: PhysicsImpostor): void;
  52583. /**
  52584. * Remove an impostor from the engine.
  52585. * This impostor and its mesh will not longer be updated by the physics engine.
  52586. * @param impostor the impostor to remove
  52587. */
  52588. removeImpostor(impostor: PhysicsImpostor): void;
  52589. /**
  52590. * Add a joint to the physics engine
  52591. * @param mainImpostor defines the main impostor to which the joint is added.
  52592. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  52593. * @param joint defines the joint that will connect both impostors.
  52594. */
  52595. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52596. /**
  52597. * Removes a joint from the simulation
  52598. * @param mainImpostor defines the impostor used with the joint
  52599. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  52600. * @param joint defines the joint to remove
  52601. */
  52602. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52603. /**
  52604. * Called by the scene. No need to call it.
  52605. * @param delta defines the timespam between frames
  52606. */
  52607. _step(delta: number): void;
  52608. /**
  52609. * Gets the current plugin used to run the simulation
  52610. * @returns current plugin
  52611. */
  52612. getPhysicsPlugin(): IPhysicsEnginePlugin;
  52613. /**
  52614. * Gets the list of physic impostors
  52615. * @returns an array of PhysicsImpostor
  52616. */
  52617. getImpostors(): Array<PhysicsImpostor>;
  52618. /**
  52619. * Gets the impostor for a physics enabled object
  52620. * @param object defines the object impersonated by the impostor
  52621. * @returns the PhysicsImpostor or null if not found
  52622. */
  52623. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  52624. /**
  52625. * Gets the impostor for a physics body object
  52626. * @param body defines physics body used by the impostor
  52627. * @returns the PhysicsImpostor or null if not found
  52628. */
  52629. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  52630. /**
  52631. * Does a raycast in the physics world
  52632. * @param from when should the ray start?
  52633. * @param to when should the ray end?
  52634. * @returns PhysicsRaycastResult
  52635. */
  52636. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52637. }
  52638. }
  52639. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  52640. import { Nullable } from "babylonjs/types";
  52641. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52642. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52643. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52644. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52645. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52646. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52647. /** @hidden */
  52648. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  52649. private _useDeltaForWorldStep;
  52650. world: any;
  52651. name: string;
  52652. private _physicsMaterials;
  52653. private _fixedTimeStep;
  52654. private _cannonRaycastResult;
  52655. private _raycastResult;
  52656. private _physicsBodysToRemoveAfterStep;
  52657. BJSCANNON: any;
  52658. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  52659. setGravity(gravity: Vector3): void;
  52660. setTimeStep(timeStep: number): void;
  52661. getTimeStep(): number;
  52662. executeStep(delta: number): void;
  52663. private _removeMarkedPhysicsBodiesFromWorld;
  52664. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52665. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52666. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52667. private _processChildMeshes;
  52668. removePhysicsBody(impostor: PhysicsImpostor): void;
  52669. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52670. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52671. private _addMaterial;
  52672. private _checkWithEpsilon;
  52673. private _createShape;
  52674. private _createHeightmap;
  52675. private _minus90X;
  52676. private _plus90X;
  52677. private _tmpPosition;
  52678. private _tmpDeltaPosition;
  52679. private _tmpUnityRotation;
  52680. private _updatePhysicsBodyTransformation;
  52681. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52682. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52683. isSupported(): boolean;
  52684. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52685. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52686. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52687. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52688. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52689. getBodyMass(impostor: PhysicsImpostor): number;
  52690. getBodyFriction(impostor: PhysicsImpostor): number;
  52691. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52692. getBodyRestitution(impostor: PhysicsImpostor): number;
  52693. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52694. sleepBody(impostor: PhysicsImpostor): void;
  52695. wakeUpBody(impostor: PhysicsImpostor): void;
  52696. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  52697. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52698. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52699. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52700. getRadius(impostor: PhysicsImpostor): number;
  52701. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52702. dispose(): void;
  52703. private _extendNamespace;
  52704. /**
  52705. * Does a raycast in the physics world
  52706. * @param from when should the ray start?
  52707. * @param to when should the ray end?
  52708. * @returns PhysicsRaycastResult
  52709. */
  52710. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52711. }
  52712. }
  52713. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  52714. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52715. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52716. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52717. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52718. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52719. import { Nullable } from "babylonjs/types";
  52720. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52721. /** @hidden */
  52722. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  52723. world: any;
  52724. name: string;
  52725. BJSOIMO: any;
  52726. private _raycastResult;
  52727. constructor(iterations?: number, oimoInjection?: any);
  52728. setGravity(gravity: Vector3): void;
  52729. setTimeStep(timeStep: number): void;
  52730. getTimeStep(): number;
  52731. private _tmpImpostorsArray;
  52732. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52733. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52734. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52735. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52736. private _tmpPositionVector;
  52737. removePhysicsBody(impostor: PhysicsImpostor): void;
  52738. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52739. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52740. isSupported(): boolean;
  52741. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52742. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52743. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52744. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52745. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52746. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52747. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52748. getBodyMass(impostor: PhysicsImpostor): number;
  52749. getBodyFriction(impostor: PhysicsImpostor): number;
  52750. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52751. getBodyRestitution(impostor: PhysicsImpostor): number;
  52752. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52753. sleepBody(impostor: PhysicsImpostor): void;
  52754. wakeUpBody(impostor: PhysicsImpostor): void;
  52755. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52756. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  52757. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  52758. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52759. getRadius(impostor: PhysicsImpostor): number;
  52760. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52761. dispose(): void;
  52762. /**
  52763. * Does a raycast in the physics world
  52764. * @param from when should the ray start?
  52765. * @param to when should the ray end?
  52766. * @returns PhysicsRaycastResult
  52767. */
  52768. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52769. }
  52770. }
  52771. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  52772. import { Nullable } from "babylonjs/types";
  52773. import { Scene } from "babylonjs/scene";
  52774. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  52775. import { Color4 } from "babylonjs/Maths/math.color";
  52776. import { Mesh } from "babylonjs/Meshes/mesh";
  52777. /**
  52778. * Class containing static functions to help procedurally build meshes
  52779. */
  52780. export class RibbonBuilder {
  52781. /**
  52782. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  52783. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  52784. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  52785. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  52786. * * 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
  52787. * * 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
  52788. * * 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
  52789. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52790. * * 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
  52791. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52792. * * 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
  52793. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  52794. * * 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
  52795. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  52796. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52797. * @param name defines the name of the mesh
  52798. * @param options defines the options used to create the mesh
  52799. * @param scene defines the hosting scene
  52800. * @returns the ribbon mesh
  52801. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  52802. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52803. */
  52804. static CreateRibbon(name: string, options: {
  52805. pathArray: Vector3[][];
  52806. closeArray?: boolean;
  52807. closePath?: boolean;
  52808. offset?: number;
  52809. updatable?: boolean;
  52810. sideOrientation?: number;
  52811. frontUVs?: Vector4;
  52812. backUVs?: Vector4;
  52813. instance?: Mesh;
  52814. invertUV?: boolean;
  52815. uvs?: Vector2[];
  52816. colors?: Color4[];
  52817. }, scene?: Nullable<Scene>): Mesh;
  52818. }
  52819. }
  52820. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  52821. import { Nullable } from "babylonjs/types";
  52822. import { Scene } from "babylonjs/scene";
  52823. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52824. import { Mesh } from "babylonjs/Meshes/mesh";
  52825. /**
  52826. * Class containing static functions to help procedurally build meshes
  52827. */
  52828. export class ShapeBuilder {
  52829. /**
  52830. * 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.
  52831. * * 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.
  52832. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52833. * * 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.
  52834. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52835. * * 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
  52836. * * 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
  52837. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52838. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52839. * * 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
  52840. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52841. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52842. * @param name defines the name of the mesh
  52843. * @param options defines the options used to create the mesh
  52844. * @param scene defines the hosting scene
  52845. * @returns the extruded shape mesh
  52846. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52847. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52848. */
  52849. static ExtrudeShape(name: string, options: {
  52850. shape: Vector3[];
  52851. path: Vector3[];
  52852. scale?: number;
  52853. rotation?: number;
  52854. cap?: number;
  52855. updatable?: boolean;
  52856. sideOrientation?: number;
  52857. frontUVs?: Vector4;
  52858. backUVs?: Vector4;
  52859. instance?: Mesh;
  52860. invertUV?: boolean;
  52861. }, scene?: Nullable<Scene>): Mesh;
  52862. /**
  52863. * Creates an custom extruded shape mesh.
  52864. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52865. * * 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.
  52866. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52867. * * 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
  52868. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52869. * * 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
  52870. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52871. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52872. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52873. * * 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
  52874. * * 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
  52875. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52876. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52877. * * 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
  52878. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52879. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52880. * @param name defines the name of the mesh
  52881. * @param options defines the options used to create the mesh
  52882. * @param scene defines the hosting scene
  52883. * @returns the custom extruded shape mesh
  52884. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52885. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52886. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52887. */
  52888. static ExtrudeShapeCustom(name: string, options: {
  52889. shape: Vector3[];
  52890. path: Vector3[];
  52891. scaleFunction?: any;
  52892. rotationFunction?: any;
  52893. ribbonCloseArray?: boolean;
  52894. ribbonClosePath?: boolean;
  52895. cap?: number;
  52896. updatable?: boolean;
  52897. sideOrientation?: number;
  52898. frontUVs?: Vector4;
  52899. backUVs?: Vector4;
  52900. instance?: Mesh;
  52901. invertUV?: boolean;
  52902. }, scene?: Nullable<Scene>): Mesh;
  52903. private static _ExtrudeShapeGeneric;
  52904. }
  52905. }
  52906. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52907. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52908. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52909. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52910. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52911. import { Nullable } from "babylonjs/types";
  52912. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52913. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52914. /**
  52915. * AmmoJS Physics plugin
  52916. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52917. * @see https://github.com/kripken/ammo.js/
  52918. */
  52919. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52920. private _useDeltaForWorldStep;
  52921. /**
  52922. * Reference to the Ammo library
  52923. */
  52924. bjsAMMO: any;
  52925. /**
  52926. * Created ammoJS world which physics bodies are added to
  52927. */
  52928. world: any;
  52929. /**
  52930. * Name of the plugin
  52931. */
  52932. name: string;
  52933. private _timeStep;
  52934. private _fixedTimeStep;
  52935. private _maxSteps;
  52936. private _tmpQuaternion;
  52937. private _tmpAmmoTransform;
  52938. private _tmpAmmoQuaternion;
  52939. private _tmpAmmoConcreteContactResultCallback;
  52940. private _collisionConfiguration;
  52941. private _dispatcher;
  52942. private _overlappingPairCache;
  52943. private _solver;
  52944. private _softBodySolver;
  52945. private _tmpAmmoVectorA;
  52946. private _tmpAmmoVectorB;
  52947. private _tmpAmmoVectorC;
  52948. private _tmpAmmoVectorD;
  52949. private _tmpContactCallbackResult;
  52950. private _tmpAmmoVectorRCA;
  52951. private _tmpAmmoVectorRCB;
  52952. private _raycastResult;
  52953. private static readonly DISABLE_COLLISION_FLAG;
  52954. private static readonly KINEMATIC_FLAG;
  52955. private static readonly DISABLE_DEACTIVATION_FLAG;
  52956. /**
  52957. * Initializes the ammoJS plugin
  52958. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52959. * @param ammoInjection can be used to inject your own ammo reference
  52960. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52961. */
  52962. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52963. /**
  52964. * Sets the gravity of the physics world (m/(s^2))
  52965. * @param gravity Gravity to set
  52966. */
  52967. setGravity(gravity: Vector3): void;
  52968. /**
  52969. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52970. * @param timeStep timestep to use in seconds
  52971. */
  52972. setTimeStep(timeStep: number): void;
  52973. /**
  52974. * 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)
  52975. * @param fixedTimeStep fixedTimeStep to use in seconds
  52976. */
  52977. setFixedTimeStep(fixedTimeStep: number): void;
  52978. /**
  52979. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52980. * @param maxSteps the maximum number of steps by the physics engine per frame
  52981. */
  52982. setMaxSteps(maxSteps: number): void;
  52983. /**
  52984. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52985. * @returns the current timestep in seconds
  52986. */
  52987. getTimeStep(): number;
  52988. private _isImpostorInContact;
  52989. private _isImpostorPairInContact;
  52990. private _stepSimulation;
  52991. /**
  52992. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52993. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52994. * After the step the babylon meshes are set to the position of the physics imposters
  52995. * @param delta amount of time to step forward
  52996. * @param impostors array of imposters to update before/after the step
  52997. */
  52998. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52999. /**
  53000. * Update babylon mesh to match physics world object
  53001. * @param impostor imposter to match
  53002. */
  53003. private _afterSoftStep;
  53004. /**
  53005. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53006. * @param impostor imposter to match
  53007. */
  53008. private _ropeStep;
  53009. /**
  53010. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53011. * @param impostor imposter to match
  53012. */
  53013. private _softbodyOrClothStep;
  53014. private _tmpVector;
  53015. private _tmpMatrix;
  53016. /**
  53017. * Applies an impulse on the imposter
  53018. * @param impostor imposter to apply impulse to
  53019. * @param force amount of force to be applied to the imposter
  53020. * @param contactPoint the location to apply the impulse on the imposter
  53021. */
  53022. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53023. /**
  53024. * Applies a force on the imposter
  53025. * @param impostor imposter to apply force
  53026. * @param force amount of force to be applied to the imposter
  53027. * @param contactPoint the location to apply the force on the imposter
  53028. */
  53029. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53030. /**
  53031. * Creates a physics body using the plugin
  53032. * @param impostor the imposter to create the physics body on
  53033. */
  53034. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53035. /**
  53036. * Removes the physics body from the imposter and disposes of the body's memory
  53037. * @param impostor imposter to remove the physics body from
  53038. */
  53039. removePhysicsBody(impostor: PhysicsImpostor): void;
  53040. /**
  53041. * Generates a joint
  53042. * @param impostorJoint the imposter joint to create the joint with
  53043. */
  53044. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53045. /**
  53046. * Removes a joint
  53047. * @param impostorJoint the imposter joint to remove the joint from
  53048. */
  53049. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53050. private _addMeshVerts;
  53051. /**
  53052. * Initialise the soft body vertices to match its object's (mesh) vertices
  53053. * Softbody vertices (nodes) are in world space and to match this
  53054. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  53055. * @param impostor to create the softbody for
  53056. */
  53057. private _softVertexData;
  53058. /**
  53059. * Create an impostor's soft body
  53060. * @param impostor to create the softbody for
  53061. */
  53062. private _createSoftbody;
  53063. /**
  53064. * Create cloth for an impostor
  53065. * @param impostor to create the softbody for
  53066. */
  53067. private _createCloth;
  53068. /**
  53069. * Create rope for an impostor
  53070. * @param impostor to create the softbody for
  53071. */
  53072. private _createRope;
  53073. private _addHullVerts;
  53074. private _createShape;
  53075. /**
  53076. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  53077. * @param impostor imposter containing the physics body and babylon object
  53078. */
  53079. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53080. /**
  53081. * Sets the babylon object's position/rotation from the physics body's position/rotation
  53082. * @param impostor imposter containing the physics body and babylon object
  53083. * @param newPosition new position
  53084. * @param newRotation new rotation
  53085. */
  53086. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53087. /**
  53088. * If this plugin is supported
  53089. * @returns true if its supported
  53090. */
  53091. isSupported(): boolean;
  53092. /**
  53093. * Sets the linear velocity of the physics body
  53094. * @param impostor imposter to set the velocity on
  53095. * @param velocity velocity to set
  53096. */
  53097. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53098. /**
  53099. * Sets the angular velocity of the physics body
  53100. * @param impostor imposter to set the velocity on
  53101. * @param velocity velocity to set
  53102. */
  53103. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53104. /**
  53105. * gets the linear velocity
  53106. * @param impostor imposter to get linear velocity from
  53107. * @returns linear velocity
  53108. */
  53109. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53110. /**
  53111. * gets the angular velocity
  53112. * @param impostor imposter to get angular velocity from
  53113. * @returns angular velocity
  53114. */
  53115. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53116. /**
  53117. * Sets the mass of physics body
  53118. * @param impostor imposter to set the mass on
  53119. * @param mass mass to set
  53120. */
  53121. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53122. /**
  53123. * Gets the mass of the physics body
  53124. * @param impostor imposter to get the mass from
  53125. * @returns mass
  53126. */
  53127. getBodyMass(impostor: PhysicsImpostor): number;
  53128. /**
  53129. * Gets friction of the impostor
  53130. * @param impostor impostor to get friction from
  53131. * @returns friction value
  53132. */
  53133. getBodyFriction(impostor: PhysicsImpostor): number;
  53134. /**
  53135. * Sets friction of the impostor
  53136. * @param impostor impostor to set friction on
  53137. * @param friction friction value
  53138. */
  53139. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53140. /**
  53141. * Gets restitution of the impostor
  53142. * @param impostor impostor to get restitution from
  53143. * @returns restitution value
  53144. */
  53145. getBodyRestitution(impostor: PhysicsImpostor): number;
  53146. /**
  53147. * Sets resitution of the impostor
  53148. * @param impostor impostor to set resitution on
  53149. * @param restitution resitution value
  53150. */
  53151. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53152. /**
  53153. * Gets pressure inside the impostor
  53154. * @param impostor impostor to get pressure from
  53155. * @returns pressure value
  53156. */
  53157. getBodyPressure(impostor: PhysicsImpostor): number;
  53158. /**
  53159. * Sets pressure inside a soft body impostor
  53160. * Cloth and rope must remain 0 pressure
  53161. * @param impostor impostor to set pressure on
  53162. * @param pressure pressure value
  53163. */
  53164. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  53165. /**
  53166. * Gets stiffness of the impostor
  53167. * @param impostor impostor to get stiffness from
  53168. * @returns pressure value
  53169. */
  53170. getBodyStiffness(impostor: PhysicsImpostor): number;
  53171. /**
  53172. * Sets stiffness of the impostor
  53173. * @param impostor impostor to set stiffness on
  53174. * @param stiffness stiffness value from 0 to 1
  53175. */
  53176. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  53177. /**
  53178. * Gets velocityIterations of the impostor
  53179. * @param impostor impostor to get velocity iterations from
  53180. * @returns velocityIterations value
  53181. */
  53182. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  53183. /**
  53184. * Sets velocityIterations of the impostor
  53185. * @param impostor impostor to set velocity iterations on
  53186. * @param velocityIterations velocityIterations value
  53187. */
  53188. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  53189. /**
  53190. * Gets positionIterations of the impostor
  53191. * @param impostor impostor to get position iterations from
  53192. * @returns positionIterations value
  53193. */
  53194. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  53195. /**
  53196. * Sets positionIterations of the impostor
  53197. * @param impostor impostor to set position on
  53198. * @param positionIterations positionIterations value
  53199. */
  53200. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  53201. /**
  53202. * Append an anchor to a cloth object
  53203. * @param impostor is the cloth impostor to add anchor to
  53204. * @param otherImpostor is the rigid impostor to anchor to
  53205. * @param width ratio across width from 0 to 1
  53206. * @param height ratio up height from 0 to 1
  53207. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  53208. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  53209. */
  53210. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  53211. /**
  53212. * Append an hook to a rope object
  53213. * @param impostor is the rope impostor to add hook to
  53214. * @param otherImpostor is the rigid impostor to hook to
  53215. * @param length ratio along the rope from 0 to 1
  53216. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  53217. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  53218. */
  53219. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  53220. /**
  53221. * Sleeps the physics body and stops it from being active
  53222. * @param impostor impostor to sleep
  53223. */
  53224. sleepBody(impostor: PhysicsImpostor): void;
  53225. /**
  53226. * Activates the physics body
  53227. * @param impostor impostor to activate
  53228. */
  53229. wakeUpBody(impostor: PhysicsImpostor): void;
  53230. /**
  53231. * Updates the distance parameters of the joint
  53232. * @param joint joint to update
  53233. * @param maxDistance maximum distance of the joint
  53234. * @param minDistance minimum distance of the joint
  53235. */
  53236. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  53237. /**
  53238. * Sets a motor on the joint
  53239. * @param joint joint to set motor on
  53240. * @param speed speed of the motor
  53241. * @param maxForce maximum force of the motor
  53242. * @param motorIndex index of the motor
  53243. */
  53244. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  53245. /**
  53246. * Sets the motors limit
  53247. * @param joint joint to set limit on
  53248. * @param upperLimit upper limit
  53249. * @param lowerLimit lower limit
  53250. */
  53251. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  53252. /**
  53253. * Syncs the position and rotation of a mesh with the impostor
  53254. * @param mesh mesh to sync
  53255. * @param impostor impostor to update the mesh with
  53256. */
  53257. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53258. /**
  53259. * Gets the radius of the impostor
  53260. * @param impostor impostor to get radius from
  53261. * @returns the radius
  53262. */
  53263. getRadius(impostor: PhysicsImpostor): number;
  53264. /**
  53265. * Gets the box size of the impostor
  53266. * @param impostor impostor to get box size from
  53267. * @param result the resulting box size
  53268. */
  53269. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53270. /**
  53271. * Disposes of the impostor
  53272. */
  53273. dispose(): void;
  53274. /**
  53275. * Does a raycast in the physics world
  53276. * @param from when should the ray start?
  53277. * @param to when should the ray end?
  53278. * @returns PhysicsRaycastResult
  53279. */
  53280. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53281. }
  53282. }
  53283. declare module "babylonjs/Probes/reflectionProbe" {
  53284. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53285. import { Vector3 } from "babylonjs/Maths/math.vector";
  53286. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53287. import { Nullable } from "babylonjs/types";
  53288. import { Scene } from "babylonjs/scene";
  53289. module "babylonjs/abstractScene" {
  53290. interface AbstractScene {
  53291. /**
  53292. * The list of reflection probes added to the scene
  53293. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  53294. */
  53295. reflectionProbes: Array<ReflectionProbe>;
  53296. /**
  53297. * Removes the given reflection probe from this scene.
  53298. * @param toRemove The reflection probe to remove
  53299. * @returns The index of the removed reflection probe
  53300. */
  53301. removeReflectionProbe(toRemove: ReflectionProbe): number;
  53302. /**
  53303. * Adds the given reflection probe to this scene.
  53304. * @param newReflectionProbe The reflection probe to add
  53305. */
  53306. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  53307. }
  53308. }
  53309. /**
  53310. * Class used to generate realtime reflection / refraction cube textures
  53311. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  53312. */
  53313. export class ReflectionProbe {
  53314. /** defines the name of the probe */
  53315. name: string;
  53316. private _scene;
  53317. private _renderTargetTexture;
  53318. private _projectionMatrix;
  53319. private _viewMatrix;
  53320. private _target;
  53321. private _add;
  53322. private _attachedMesh;
  53323. private _invertYAxis;
  53324. /** Gets or sets probe position (center of the cube map) */
  53325. position: Vector3;
  53326. /**
  53327. * Creates a new reflection probe
  53328. * @param name defines the name of the probe
  53329. * @param size defines the texture resolution (for each face)
  53330. * @param scene defines the hosting scene
  53331. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  53332. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  53333. */
  53334. constructor(
  53335. /** defines the name of the probe */
  53336. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  53337. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  53338. samples: number;
  53339. /** Gets or sets the refresh rate to use (on every frame by default) */
  53340. refreshRate: number;
  53341. /**
  53342. * Gets the hosting scene
  53343. * @returns a Scene
  53344. */
  53345. getScene(): Scene;
  53346. /** Gets the internal CubeTexture used to render to */
  53347. readonly cubeTexture: RenderTargetTexture;
  53348. /** Gets the list of meshes to render */
  53349. readonly renderList: Nullable<AbstractMesh[]>;
  53350. /**
  53351. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  53352. * @param mesh defines the mesh to attach to
  53353. */
  53354. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  53355. /**
  53356. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  53357. * @param renderingGroupId The rendering group id corresponding to its index
  53358. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  53359. */
  53360. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  53361. /**
  53362. * Clean all associated resources
  53363. */
  53364. dispose(): void;
  53365. /**
  53366. * Converts the reflection probe information to a readable string for debug purpose.
  53367. * @param fullDetails Supports for multiple levels of logging within scene loading
  53368. * @returns the human readable reflection probe info
  53369. */
  53370. toString(fullDetails?: boolean): string;
  53371. /**
  53372. * Get the class name of the relfection probe.
  53373. * @returns "ReflectionProbe"
  53374. */
  53375. getClassName(): string;
  53376. /**
  53377. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  53378. * @returns The JSON representation of the texture
  53379. */
  53380. serialize(): any;
  53381. /**
  53382. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  53383. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  53384. * @param scene Define the scene the parsed reflection probe should be instantiated in
  53385. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  53386. * @returns The parsed reflection probe if successful
  53387. */
  53388. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  53389. }
  53390. }
  53391. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  53392. /** @hidden */
  53393. export var _BabylonLoaderRegistered: boolean;
  53394. }
  53395. declare module "babylonjs/Loading/Plugins/index" {
  53396. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  53397. }
  53398. declare module "babylonjs/Loading/index" {
  53399. export * from "babylonjs/Loading/loadingScreen";
  53400. export * from "babylonjs/Loading/Plugins/index";
  53401. export * from "babylonjs/Loading/sceneLoader";
  53402. export * from "babylonjs/Loading/sceneLoaderFlags";
  53403. }
  53404. declare module "babylonjs/Materials/Background/index" {
  53405. export * from "babylonjs/Materials/Background/backgroundMaterial";
  53406. }
  53407. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  53408. import { Scene } from "babylonjs/scene";
  53409. import { Color3 } from "babylonjs/Maths/math.color";
  53410. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53411. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53412. /**
  53413. * The Physically based simple base material of BJS.
  53414. *
  53415. * This enables better naming and convention enforcements on top of the pbrMaterial.
  53416. * It is used as the base class for both the specGloss and metalRough conventions.
  53417. */
  53418. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  53419. /**
  53420. * Number of Simultaneous lights allowed on the material.
  53421. */
  53422. maxSimultaneousLights: number;
  53423. /**
  53424. * If sets to true, disables all the lights affecting the material.
  53425. */
  53426. disableLighting: boolean;
  53427. /**
  53428. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  53429. */
  53430. environmentTexture: BaseTexture;
  53431. /**
  53432. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  53433. */
  53434. invertNormalMapX: boolean;
  53435. /**
  53436. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  53437. */
  53438. invertNormalMapY: boolean;
  53439. /**
  53440. * Normal map used in the model.
  53441. */
  53442. normalTexture: BaseTexture;
  53443. /**
  53444. * Emissivie color used to self-illuminate the model.
  53445. */
  53446. emissiveColor: Color3;
  53447. /**
  53448. * Emissivie texture used to self-illuminate the model.
  53449. */
  53450. emissiveTexture: BaseTexture;
  53451. /**
  53452. * Occlusion Channel Strenght.
  53453. */
  53454. occlusionStrength: number;
  53455. /**
  53456. * Occlusion Texture of the material (adding extra occlusion effects).
  53457. */
  53458. occlusionTexture: BaseTexture;
  53459. /**
  53460. * Defines the alpha limits in alpha test mode.
  53461. */
  53462. alphaCutOff: number;
  53463. /**
  53464. * Gets the current double sided mode.
  53465. */
  53466. /**
  53467. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  53468. */
  53469. doubleSided: boolean;
  53470. /**
  53471. * Stores the pre-calculated light information of a mesh in a texture.
  53472. */
  53473. lightmapTexture: BaseTexture;
  53474. /**
  53475. * If true, the light map contains occlusion information instead of lighting info.
  53476. */
  53477. useLightmapAsShadowmap: boolean;
  53478. /**
  53479. * Instantiates a new PBRMaterial instance.
  53480. *
  53481. * @param name The material name
  53482. * @param scene The scene the material will be use in.
  53483. */
  53484. constructor(name: string, scene: Scene);
  53485. getClassName(): string;
  53486. }
  53487. }
  53488. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  53489. import { Scene } from "babylonjs/scene";
  53490. import { Color3 } from "babylonjs/Maths/math.color";
  53491. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53492. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53493. /**
  53494. * The PBR material of BJS following the metal roughness convention.
  53495. *
  53496. * This fits to the PBR convention in the GLTF definition:
  53497. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  53498. */
  53499. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  53500. /**
  53501. * The base color has two different interpretations depending on the value of metalness.
  53502. * When the material is a metal, the base color is the specific measured reflectance value
  53503. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  53504. * of the material.
  53505. */
  53506. baseColor: Color3;
  53507. /**
  53508. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  53509. * well as opacity information in the alpha channel.
  53510. */
  53511. baseTexture: BaseTexture;
  53512. /**
  53513. * Specifies the metallic scalar value of the material.
  53514. * Can also be used to scale the metalness values of the metallic texture.
  53515. */
  53516. metallic: number;
  53517. /**
  53518. * Specifies the roughness scalar value of the material.
  53519. * Can also be used to scale the roughness values of the metallic texture.
  53520. */
  53521. roughness: number;
  53522. /**
  53523. * Texture containing both the metallic value in the B channel and the
  53524. * roughness value in the G channel to keep better precision.
  53525. */
  53526. metallicRoughnessTexture: BaseTexture;
  53527. /**
  53528. * Instantiates a new PBRMetalRoughnessMaterial instance.
  53529. *
  53530. * @param name The material name
  53531. * @param scene The scene the material will be use in.
  53532. */
  53533. constructor(name: string, scene: Scene);
  53534. /**
  53535. * Return the currrent class name of the material.
  53536. */
  53537. getClassName(): string;
  53538. /**
  53539. * Makes a duplicate of the current material.
  53540. * @param name - name to use for the new material.
  53541. */
  53542. clone(name: string): PBRMetallicRoughnessMaterial;
  53543. /**
  53544. * Serialize the material to a parsable JSON object.
  53545. */
  53546. serialize(): any;
  53547. /**
  53548. * Parses a JSON object correponding to the serialize function.
  53549. */
  53550. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  53551. }
  53552. }
  53553. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  53554. import { Scene } from "babylonjs/scene";
  53555. import { Color3 } from "babylonjs/Maths/math.color";
  53556. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53557. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53558. /**
  53559. * The PBR material of BJS following the specular glossiness convention.
  53560. *
  53561. * This fits to the PBR convention in the GLTF definition:
  53562. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  53563. */
  53564. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  53565. /**
  53566. * Specifies the diffuse color of the material.
  53567. */
  53568. diffuseColor: Color3;
  53569. /**
  53570. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  53571. * channel.
  53572. */
  53573. diffuseTexture: BaseTexture;
  53574. /**
  53575. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  53576. */
  53577. specularColor: Color3;
  53578. /**
  53579. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  53580. */
  53581. glossiness: number;
  53582. /**
  53583. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  53584. */
  53585. specularGlossinessTexture: BaseTexture;
  53586. /**
  53587. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  53588. *
  53589. * @param name The material name
  53590. * @param scene The scene the material will be use in.
  53591. */
  53592. constructor(name: string, scene: Scene);
  53593. /**
  53594. * Return the currrent class name of the material.
  53595. */
  53596. getClassName(): string;
  53597. /**
  53598. * Makes a duplicate of the current material.
  53599. * @param name - name to use for the new material.
  53600. */
  53601. clone(name: string): PBRSpecularGlossinessMaterial;
  53602. /**
  53603. * Serialize the material to a parsable JSON object.
  53604. */
  53605. serialize(): any;
  53606. /**
  53607. * Parses a JSON object correponding to the serialize function.
  53608. */
  53609. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  53610. }
  53611. }
  53612. declare module "babylonjs/Materials/PBR/index" {
  53613. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53614. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53615. export * from "babylonjs/Materials/PBR/pbrMaterial";
  53616. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  53617. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  53618. }
  53619. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  53620. import { Nullable } from "babylonjs/types";
  53621. import { Scene } from "babylonjs/scene";
  53622. import { Matrix } from "babylonjs/Maths/math.vector";
  53623. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53624. /**
  53625. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  53626. * It can help converting any input color in a desired output one. This can then be used to create effects
  53627. * from sepia, black and white to sixties or futuristic rendering...
  53628. *
  53629. * The only supported format is currently 3dl.
  53630. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  53631. */
  53632. export class ColorGradingTexture extends BaseTexture {
  53633. /**
  53634. * The current texture matrix. (will always be identity in color grading texture)
  53635. */
  53636. private _textureMatrix;
  53637. /**
  53638. * The texture URL.
  53639. */
  53640. url: string;
  53641. /**
  53642. * Empty line regex stored for GC.
  53643. */
  53644. private static _noneEmptyLineRegex;
  53645. private _engine;
  53646. /**
  53647. * Instantiates a ColorGradingTexture from the following parameters.
  53648. *
  53649. * @param url The location of the color gradind data (currently only supporting 3dl)
  53650. * @param scene The scene the texture will be used in
  53651. */
  53652. constructor(url: string, scene: Scene);
  53653. /**
  53654. * Returns the texture matrix used in most of the material.
  53655. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  53656. */
  53657. getTextureMatrix(): Matrix;
  53658. /**
  53659. * Occurs when the file being loaded is a .3dl LUT file.
  53660. */
  53661. private load3dlTexture;
  53662. /**
  53663. * Starts the loading process of the texture.
  53664. */
  53665. private loadTexture;
  53666. /**
  53667. * Clones the color gradind texture.
  53668. */
  53669. clone(): ColorGradingTexture;
  53670. /**
  53671. * Called during delayed load for textures.
  53672. */
  53673. delayLoad(): void;
  53674. /**
  53675. * Parses a color grading texture serialized by Babylon.
  53676. * @param parsedTexture The texture information being parsedTexture
  53677. * @param scene The scene to load the texture in
  53678. * @param rootUrl The root url of the data assets to load
  53679. * @return A color gradind texture
  53680. */
  53681. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  53682. /**
  53683. * Serializes the LUT texture to json format.
  53684. */
  53685. serialize(): any;
  53686. }
  53687. }
  53688. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  53689. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53690. import { Scene } from "babylonjs/scene";
  53691. import { Nullable } from "babylonjs/types";
  53692. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53693. /**
  53694. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  53695. */
  53696. export class EquiRectangularCubeTexture extends BaseTexture {
  53697. /** The six faces of the cube. */
  53698. private static _FacesMapping;
  53699. private _noMipmap;
  53700. private _onLoad;
  53701. private _onError;
  53702. /** The size of the cubemap. */
  53703. private _size;
  53704. /** The buffer of the image. */
  53705. private _buffer;
  53706. /** The width of the input image. */
  53707. private _width;
  53708. /** The height of the input image. */
  53709. private _height;
  53710. /** The URL to the image. */
  53711. url: string;
  53712. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  53713. coordinatesMode: number;
  53714. /**
  53715. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  53716. * @param url The location of the image
  53717. * @param scene The scene the texture will be used in
  53718. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53719. * @param noMipmap Forces to not generate the mipmap if true
  53720. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  53721. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  53722. * @param onLoad — defines a callback called when texture is loaded
  53723. * @param onError — defines a callback called if there is an error
  53724. */
  53725. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53726. /**
  53727. * Load the image data, by putting the image on a canvas and extracting its buffer.
  53728. */
  53729. private loadImage;
  53730. /**
  53731. * Convert the image buffer into a cubemap and create a CubeTexture.
  53732. */
  53733. private loadTexture;
  53734. /**
  53735. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  53736. * @param buffer The ArrayBuffer that should be converted.
  53737. * @returns The buffer as Float32Array.
  53738. */
  53739. private getFloat32ArrayFromArrayBuffer;
  53740. /**
  53741. * Get the current class name of the texture useful for serialization or dynamic coding.
  53742. * @returns "EquiRectangularCubeTexture"
  53743. */
  53744. getClassName(): string;
  53745. /**
  53746. * Create a clone of the current EquiRectangularCubeTexture and return it.
  53747. * @returns A clone of the current EquiRectangularCubeTexture.
  53748. */
  53749. clone(): EquiRectangularCubeTexture;
  53750. }
  53751. }
  53752. declare module "babylonjs/Misc/tga" {
  53753. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53754. /**
  53755. * Based on jsTGALoader - Javascript loader for TGA file
  53756. * By Vincent Thibault
  53757. * @see http://blog.robrowser.com/javascript-tga-loader.html
  53758. */
  53759. export class TGATools {
  53760. private static _TYPE_INDEXED;
  53761. private static _TYPE_RGB;
  53762. private static _TYPE_GREY;
  53763. private static _TYPE_RLE_INDEXED;
  53764. private static _TYPE_RLE_RGB;
  53765. private static _TYPE_RLE_GREY;
  53766. private static _ORIGIN_MASK;
  53767. private static _ORIGIN_SHIFT;
  53768. private static _ORIGIN_BL;
  53769. private static _ORIGIN_BR;
  53770. private static _ORIGIN_UL;
  53771. private static _ORIGIN_UR;
  53772. /**
  53773. * Gets the header of a TGA file
  53774. * @param data defines the TGA data
  53775. * @returns the header
  53776. */
  53777. static GetTGAHeader(data: Uint8Array): any;
  53778. /**
  53779. * Uploads TGA content to a Babylon Texture
  53780. * @hidden
  53781. */
  53782. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  53783. /** @hidden */
  53784. 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;
  53785. /** @hidden */
  53786. 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;
  53787. /** @hidden */
  53788. 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;
  53789. /** @hidden */
  53790. 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;
  53791. /** @hidden */
  53792. 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;
  53793. /** @hidden */
  53794. 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;
  53795. }
  53796. }
  53797. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  53798. import { Nullable } from "babylonjs/types";
  53799. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53800. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53801. /**
  53802. * Implementation of the TGA Texture Loader.
  53803. * @hidden
  53804. */
  53805. export class _TGATextureLoader implements IInternalTextureLoader {
  53806. /**
  53807. * Defines wether the loader supports cascade loading the different faces.
  53808. */
  53809. readonly supportCascades: boolean;
  53810. /**
  53811. * This returns if the loader support the current file information.
  53812. * @param extension defines the file extension of the file being loaded
  53813. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53814. * @param fallback defines the fallback internal texture if any
  53815. * @param isBase64 defines whether the texture is encoded as a base64
  53816. * @param isBuffer defines whether the texture data are stored as a buffer
  53817. * @returns true if the loader can load the specified file
  53818. */
  53819. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53820. /**
  53821. * Transform the url before loading if required.
  53822. * @param rootUrl the url of the texture
  53823. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53824. * @returns the transformed texture
  53825. */
  53826. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53827. /**
  53828. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53829. * @param rootUrl the url of the texture
  53830. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53831. * @returns the fallback texture
  53832. */
  53833. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53834. /**
  53835. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53836. * @param data contains the texture data
  53837. * @param texture defines the BabylonJS internal texture
  53838. * @param createPolynomials will be true if polynomials have been requested
  53839. * @param onLoad defines the callback to trigger once the texture is ready
  53840. * @param onError defines the callback to trigger in case of error
  53841. */
  53842. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53843. /**
  53844. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53845. * @param data contains the texture data
  53846. * @param texture defines the BabylonJS internal texture
  53847. * @param callback defines the method to call once ready to upload
  53848. */
  53849. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53850. }
  53851. }
  53852. declare module "babylonjs/Misc/basis" {
  53853. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53854. /**
  53855. * Info about the .basis files
  53856. */
  53857. class BasisFileInfo {
  53858. /**
  53859. * If the file has alpha
  53860. */
  53861. hasAlpha: boolean;
  53862. /**
  53863. * Info about each image of the basis file
  53864. */
  53865. images: Array<{
  53866. levels: Array<{
  53867. width: number;
  53868. height: number;
  53869. transcodedPixels: ArrayBufferView;
  53870. }>;
  53871. }>;
  53872. }
  53873. /**
  53874. * Result of transcoding a basis file
  53875. */
  53876. class TranscodeResult {
  53877. /**
  53878. * Info about the .basis file
  53879. */
  53880. fileInfo: BasisFileInfo;
  53881. /**
  53882. * Format to use when loading the file
  53883. */
  53884. format: number;
  53885. }
  53886. /**
  53887. * Configuration options for the Basis transcoder
  53888. */
  53889. export class BasisTranscodeConfiguration {
  53890. /**
  53891. * Supported compression formats used to determine the supported output format of the transcoder
  53892. */
  53893. supportedCompressionFormats?: {
  53894. /**
  53895. * etc1 compression format
  53896. */
  53897. etc1?: boolean;
  53898. /**
  53899. * s3tc compression format
  53900. */
  53901. s3tc?: boolean;
  53902. /**
  53903. * pvrtc compression format
  53904. */
  53905. pvrtc?: boolean;
  53906. /**
  53907. * etc2 compression format
  53908. */
  53909. etc2?: boolean;
  53910. };
  53911. /**
  53912. * If mipmap levels should be loaded for transcoded images (Default: true)
  53913. */
  53914. loadMipmapLevels?: boolean;
  53915. /**
  53916. * Index of a single image to load (Default: all images)
  53917. */
  53918. loadSingleImage?: number;
  53919. }
  53920. /**
  53921. * Used to load .Basis files
  53922. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53923. */
  53924. export class BasisTools {
  53925. private static _IgnoreSupportedFormats;
  53926. /**
  53927. * URL to use when loading the basis transcoder
  53928. */
  53929. static JSModuleURL: string;
  53930. /**
  53931. * URL to use when loading the wasm module for the transcoder
  53932. */
  53933. static WasmModuleURL: string;
  53934. /**
  53935. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53936. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53937. * @returns internal format corresponding to the Basis format
  53938. */
  53939. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53940. private static _WorkerPromise;
  53941. private static _Worker;
  53942. private static _actionId;
  53943. private static _CreateWorkerAsync;
  53944. /**
  53945. * Transcodes a loaded image file to compressed pixel data
  53946. * @param imageData image data to transcode
  53947. * @param config configuration options for the transcoding
  53948. * @returns a promise resulting in the transcoded image
  53949. */
  53950. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53951. /**
  53952. * Loads a texture from the transcode result
  53953. * @param texture texture load to
  53954. * @param transcodeResult the result of transcoding the basis file to load from
  53955. */
  53956. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53957. }
  53958. }
  53959. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53960. import { Nullable } from "babylonjs/types";
  53961. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53962. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53963. /**
  53964. * Loader for .basis file format
  53965. */
  53966. export class _BasisTextureLoader implements IInternalTextureLoader {
  53967. /**
  53968. * Defines whether the loader supports cascade loading the different faces.
  53969. */
  53970. readonly supportCascades: boolean;
  53971. /**
  53972. * This returns if the loader support the current file information.
  53973. * @param extension defines the file extension of the file being loaded
  53974. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53975. * @param fallback defines the fallback internal texture if any
  53976. * @param isBase64 defines whether the texture is encoded as a base64
  53977. * @param isBuffer defines whether the texture data are stored as a buffer
  53978. * @returns true if the loader can load the specified file
  53979. */
  53980. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53981. /**
  53982. * Transform the url before loading if required.
  53983. * @param rootUrl the url of the texture
  53984. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53985. * @returns the transformed texture
  53986. */
  53987. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53988. /**
  53989. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53990. * @param rootUrl the url of the texture
  53991. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53992. * @returns the fallback texture
  53993. */
  53994. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53995. /**
  53996. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53997. * @param data contains the texture data
  53998. * @param texture defines the BabylonJS internal texture
  53999. * @param createPolynomials will be true if polynomials have been requested
  54000. * @param onLoad defines the callback to trigger once the texture is ready
  54001. * @param onError defines the callback to trigger in case of error
  54002. */
  54003. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54004. /**
  54005. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54006. * @param data contains the texture data
  54007. * @param texture defines the BabylonJS internal texture
  54008. * @param callback defines the method to call once ready to upload
  54009. */
  54010. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54011. }
  54012. }
  54013. declare module "babylonjs/Materials/Textures/Loaders/index" {
  54014. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  54015. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  54016. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  54017. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  54018. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  54019. }
  54020. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  54021. import { Scene } from "babylonjs/scene";
  54022. import { Texture } from "babylonjs/Materials/Textures/texture";
  54023. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54024. /**
  54025. * 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.
  54026. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54027. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54028. */
  54029. export class CustomProceduralTexture extends ProceduralTexture {
  54030. private _animate;
  54031. private _time;
  54032. private _config;
  54033. private _texturePath;
  54034. /**
  54035. * Instantiates a new Custom Procedural Texture.
  54036. * 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.
  54037. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54038. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54039. * @param name Define the name of the texture
  54040. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  54041. * @param size Define the size of the texture to create
  54042. * @param scene Define the scene the texture belongs to
  54043. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  54044. * @param generateMipMaps Define if the texture should creates mip maps or not
  54045. */
  54046. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54047. private _loadJson;
  54048. /**
  54049. * Is the texture ready to be used ? (rendered at least once)
  54050. * @returns true if ready, otherwise, false.
  54051. */
  54052. isReady(): boolean;
  54053. /**
  54054. * Render the texture to its associated render target.
  54055. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  54056. */
  54057. render(useCameraPostProcess?: boolean): void;
  54058. /**
  54059. * Update the list of dependant textures samplers in the shader.
  54060. */
  54061. updateTextures(): void;
  54062. /**
  54063. * Update the uniform values of the procedural texture in the shader.
  54064. */
  54065. updateShaderUniforms(): void;
  54066. /**
  54067. * Define if the texture animates or not.
  54068. */
  54069. animate: boolean;
  54070. }
  54071. }
  54072. declare module "babylonjs/Shaders/noise.fragment" {
  54073. /** @hidden */
  54074. export var noisePixelShader: {
  54075. name: string;
  54076. shader: string;
  54077. };
  54078. }
  54079. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  54080. import { Nullable } from "babylonjs/types";
  54081. import { Scene } from "babylonjs/scene";
  54082. import { Texture } from "babylonjs/Materials/Textures/texture";
  54083. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54084. import "babylonjs/Shaders/noise.fragment";
  54085. /**
  54086. * Class used to generate noise procedural textures
  54087. */
  54088. export class NoiseProceduralTexture extends ProceduralTexture {
  54089. private _time;
  54090. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  54091. brightness: number;
  54092. /** Defines the number of octaves to process */
  54093. octaves: number;
  54094. /** Defines the level of persistence (0.8 by default) */
  54095. persistence: number;
  54096. /** Gets or sets animation speed factor (default is 1) */
  54097. animationSpeedFactor: number;
  54098. /**
  54099. * Creates a new NoiseProceduralTexture
  54100. * @param name defines the name fo the texture
  54101. * @param size defines the size of the texture (default is 256)
  54102. * @param scene defines the hosting scene
  54103. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  54104. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  54105. */
  54106. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54107. private _updateShaderUniforms;
  54108. protected _getDefines(): string;
  54109. /** Generate the current state of the procedural texture */
  54110. render(useCameraPostProcess?: boolean): void;
  54111. /**
  54112. * Serializes this noise procedural texture
  54113. * @returns a serialized noise procedural texture object
  54114. */
  54115. serialize(): any;
  54116. /**
  54117. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  54118. * @param parsedTexture defines parsed texture data
  54119. * @param scene defines the current scene
  54120. * @param rootUrl defines the root URL containing noise procedural texture information
  54121. * @returns a parsed NoiseProceduralTexture
  54122. */
  54123. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  54124. }
  54125. }
  54126. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  54127. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  54128. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  54129. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54130. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  54131. }
  54132. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  54133. import { Nullable } from "babylonjs/types";
  54134. import { Scene } from "babylonjs/scene";
  54135. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  54136. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54137. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  54138. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54139. /**
  54140. * Raw cube texture where the raw buffers are passed in
  54141. */
  54142. export class RawCubeTexture extends CubeTexture {
  54143. /**
  54144. * Creates a cube texture where the raw buffers are passed in.
  54145. * @param scene defines the scene the texture is attached to
  54146. * @param data defines the array of data to use to create each face
  54147. * @param size defines the size of the textures
  54148. * @param format defines the format of the data
  54149. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  54150. * @param generateMipMaps defines if the engine should generate the mip levels
  54151. * @param invertY defines if data must be stored with Y axis inverted
  54152. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  54153. * @param compression defines the compression used (null by default)
  54154. */
  54155. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  54156. /**
  54157. * Updates the raw cube texture.
  54158. * @param data defines the data to store
  54159. * @param format defines the data format
  54160. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  54161. * @param invertY defines if data must be stored with Y axis inverted
  54162. * @param compression defines the compression used (null by default)
  54163. * @param level defines which level of the texture to update
  54164. */
  54165. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  54166. /**
  54167. * Updates a raw cube texture with RGBD encoded data.
  54168. * @param data defines the array of data [mipmap][face] to use to create each face
  54169. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  54170. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  54171. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  54172. * @returns a promsie that resolves when the operation is complete
  54173. */
  54174. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  54175. /**
  54176. * Clones the raw cube texture.
  54177. * @return a new cube texture
  54178. */
  54179. clone(): CubeTexture;
  54180. /** @hidden */
  54181. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  54182. }
  54183. }
  54184. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  54185. import { Scene } from "babylonjs/scene";
  54186. import { Texture } from "babylonjs/Materials/Textures/texture";
  54187. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54188. /**
  54189. * Class used to store 3D textures containing user data
  54190. */
  54191. export class RawTexture3D extends Texture {
  54192. /** Gets or sets the texture format to use */
  54193. format: number;
  54194. private _engine;
  54195. /**
  54196. * Create a new RawTexture3D
  54197. * @param data defines the data of the texture
  54198. * @param width defines the width of the texture
  54199. * @param height defines the height of the texture
  54200. * @param depth defines the depth of the texture
  54201. * @param format defines the texture format to use
  54202. * @param scene defines the hosting scene
  54203. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  54204. * @param invertY defines if texture must be stored with Y axis inverted
  54205. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  54206. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  54207. */
  54208. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  54209. /** Gets or sets the texture format to use */
  54210. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  54211. /**
  54212. * Update the texture with new data
  54213. * @param data defines the data to store in the texture
  54214. */
  54215. update(data: ArrayBufferView): void;
  54216. }
  54217. }
  54218. declare module "babylonjs/Materials/Textures/refractionTexture" {
  54219. import { Scene } from "babylonjs/scene";
  54220. import { Plane } from "babylonjs/Maths/math.plane";
  54221. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54222. /**
  54223. * Creates a refraction texture used by refraction channel of the standard material.
  54224. * It is like a mirror but to see through a material.
  54225. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54226. */
  54227. export class RefractionTexture extends RenderTargetTexture {
  54228. /**
  54229. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  54230. * 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.
  54231. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54232. */
  54233. refractionPlane: Plane;
  54234. /**
  54235. * Define how deep under the surface we should see.
  54236. */
  54237. depth: number;
  54238. /**
  54239. * Creates a refraction texture used by refraction channel of the standard material.
  54240. * It is like a mirror but to see through a material.
  54241. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54242. * @param name Define the texture name
  54243. * @param size Define the size of the underlying texture
  54244. * @param scene Define the scene the refraction belongs to
  54245. * @param generateMipMaps Define if we need to generate mips level for the refraction
  54246. */
  54247. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  54248. /**
  54249. * Clone the refraction texture.
  54250. * @returns the cloned texture
  54251. */
  54252. clone(): RefractionTexture;
  54253. /**
  54254. * Serialize the texture to a JSON representation you could use in Parse later on
  54255. * @returns the serialized JSON representation
  54256. */
  54257. serialize(): any;
  54258. }
  54259. }
  54260. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  54261. import { Nullable } from "babylonjs/types";
  54262. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54263. import { Matrix } from "babylonjs/Maths/math.vector";
  54264. import { Engine } from "babylonjs/Engines/engine";
  54265. import { Scene } from "babylonjs/scene";
  54266. /**
  54267. * Defines the options related to the creation of an HtmlElementTexture
  54268. */
  54269. export interface IHtmlElementTextureOptions {
  54270. /**
  54271. * Defines wether mip maps should be created or not.
  54272. */
  54273. generateMipMaps?: boolean;
  54274. /**
  54275. * Defines the sampling mode of the texture.
  54276. */
  54277. samplingMode?: number;
  54278. /**
  54279. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  54280. */
  54281. engine: Nullable<Engine>;
  54282. /**
  54283. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  54284. */
  54285. scene: Nullable<Scene>;
  54286. }
  54287. /**
  54288. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  54289. * To be as efficient as possible depending on your constraints nothing aside the first upload
  54290. * is automatically managed.
  54291. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  54292. * in your application.
  54293. *
  54294. * As the update is not automatic, you need to call them manually.
  54295. */
  54296. export class HtmlElementTexture extends BaseTexture {
  54297. /**
  54298. * The texture URL.
  54299. */
  54300. element: HTMLVideoElement | HTMLCanvasElement;
  54301. private static readonly DefaultOptions;
  54302. private _textureMatrix;
  54303. private _engine;
  54304. private _isVideo;
  54305. private _generateMipMaps;
  54306. private _samplingMode;
  54307. /**
  54308. * Instantiates a HtmlElementTexture from the following parameters.
  54309. *
  54310. * @param name Defines the name of the texture
  54311. * @param element Defines the video or canvas the texture is filled with
  54312. * @param options Defines the other none mandatory texture creation options
  54313. */
  54314. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  54315. private _createInternalTexture;
  54316. /**
  54317. * Returns the texture matrix used in most of the material.
  54318. */
  54319. getTextureMatrix(): Matrix;
  54320. /**
  54321. * Updates the content of the texture.
  54322. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  54323. */
  54324. update(invertY?: Nullable<boolean>): void;
  54325. }
  54326. }
  54327. declare module "babylonjs/Materials/Textures/index" {
  54328. export * from "babylonjs/Materials/Textures/baseTexture";
  54329. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  54330. export * from "babylonjs/Materials/Textures/cubeTexture";
  54331. export * from "babylonjs/Materials/Textures/dynamicTexture";
  54332. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  54333. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  54334. export * from "babylonjs/Materials/Textures/internalTexture";
  54335. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  54336. export * from "babylonjs/Materials/Textures/Loaders/index";
  54337. export * from "babylonjs/Materials/Textures/mirrorTexture";
  54338. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  54339. export * from "babylonjs/Materials/Textures/Procedurals/index";
  54340. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  54341. export * from "babylonjs/Materials/Textures/rawTexture";
  54342. export * from "babylonjs/Materials/Textures/rawTexture3D";
  54343. export * from "babylonjs/Materials/Textures/refractionTexture";
  54344. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  54345. export * from "babylonjs/Materials/Textures/texture";
  54346. export * from "babylonjs/Materials/Textures/videoTexture";
  54347. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  54348. }
  54349. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  54350. /**
  54351. * Enum used to define the target of a block
  54352. */
  54353. export enum NodeMaterialBlockTargets {
  54354. /** Vertex shader */
  54355. Vertex = 1,
  54356. /** Fragment shader */
  54357. Fragment = 2,
  54358. /** Neutral */
  54359. Neutral = 4,
  54360. /** Vertex and Fragment */
  54361. VertexAndFragment = 3
  54362. }
  54363. }
  54364. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  54365. /**
  54366. * Defines the kind of connection point for node based material
  54367. */
  54368. export enum NodeMaterialBlockConnectionPointTypes {
  54369. /** Float */
  54370. Float = 1,
  54371. /** Int */
  54372. Int = 2,
  54373. /** Vector2 */
  54374. Vector2 = 4,
  54375. /** Vector3 */
  54376. Vector3 = 8,
  54377. /** Vector4 */
  54378. Vector4 = 16,
  54379. /** Color3 */
  54380. Color3 = 32,
  54381. /** Color4 */
  54382. Color4 = 64,
  54383. /** Matrix */
  54384. Matrix = 128,
  54385. /** Detect type based on connection */
  54386. AutoDetect = 1024,
  54387. /** Output type that will be defined by input type */
  54388. BasedOnInput = 2048
  54389. }
  54390. }
  54391. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  54392. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54393. /**
  54394. * Root class for all node material optimizers
  54395. */
  54396. export class NodeMaterialOptimizer {
  54397. /**
  54398. * Function used to optimize a NodeMaterial graph
  54399. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  54400. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  54401. */
  54402. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  54403. }
  54404. }
  54405. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  54406. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54407. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54408. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54409. import { Scene } from "babylonjs/scene";
  54410. /**
  54411. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  54412. */
  54413. export class TransformBlock extends NodeMaterialBlock {
  54414. /**
  54415. * Defines the value to use to complement W value to transform it to a Vector4
  54416. */
  54417. complementW: number;
  54418. /**
  54419. * Defines the value to use to complement z value to transform it to a Vector4
  54420. */
  54421. complementZ: number;
  54422. /**
  54423. * Creates a new TransformBlock
  54424. * @param name defines the block name
  54425. */
  54426. constructor(name: string);
  54427. /**
  54428. * Gets the current class name
  54429. * @returns the class name
  54430. */
  54431. getClassName(): string;
  54432. /**
  54433. * Gets the vector input
  54434. */
  54435. readonly vector: NodeMaterialConnectionPoint;
  54436. /**
  54437. * Gets the output component
  54438. */
  54439. readonly output: NodeMaterialConnectionPoint;
  54440. /**
  54441. * Gets the matrix transform input
  54442. */
  54443. readonly transform: NodeMaterialConnectionPoint;
  54444. protected _buildBlock(state: NodeMaterialBuildState): this;
  54445. serialize(): any;
  54446. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54447. protected _dumpPropertiesCode(): string;
  54448. }
  54449. }
  54450. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  54451. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54452. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54453. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54454. /**
  54455. * Block used to output the vertex position
  54456. */
  54457. export class VertexOutputBlock extends NodeMaterialBlock {
  54458. /**
  54459. * Creates a new VertexOutputBlock
  54460. * @param name defines the block name
  54461. */
  54462. constructor(name: string);
  54463. /**
  54464. * Gets the current class name
  54465. * @returns the class name
  54466. */
  54467. getClassName(): string;
  54468. /**
  54469. * Gets the vector input component
  54470. */
  54471. readonly vector: NodeMaterialConnectionPoint;
  54472. protected _buildBlock(state: NodeMaterialBuildState): this;
  54473. }
  54474. }
  54475. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  54476. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54477. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54478. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54479. /**
  54480. * Block used to output the final color
  54481. */
  54482. export class FragmentOutputBlock extends NodeMaterialBlock {
  54483. /**
  54484. * Create a new FragmentOutputBlock
  54485. * @param name defines the block name
  54486. */
  54487. constructor(name: string);
  54488. /**
  54489. * Gets the current class name
  54490. * @returns the class name
  54491. */
  54492. getClassName(): string;
  54493. /**
  54494. * Gets the rgba input component
  54495. */
  54496. readonly rgba: NodeMaterialConnectionPoint;
  54497. /**
  54498. * Gets the rgb input component
  54499. */
  54500. readonly rgb: NodeMaterialConnectionPoint;
  54501. /**
  54502. * Gets the a input component
  54503. */
  54504. readonly a: NodeMaterialConnectionPoint;
  54505. protected _buildBlock(state: NodeMaterialBuildState): this;
  54506. }
  54507. }
  54508. declare module "babylonjs/Materials/Node/nodeMaterialSystemValues" {
  54509. /**
  54510. * Enum used to define system values e.g. values automatically provided by the system
  54511. */
  54512. export enum NodeMaterialSystemValues {
  54513. /** World */
  54514. World = 1,
  54515. /** View */
  54516. View = 2,
  54517. /** Projection */
  54518. Projection = 3,
  54519. /** ViewProjection */
  54520. ViewProjection = 4,
  54521. /** WorldView */
  54522. WorldView = 5,
  54523. /** WorldViewProjection */
  54524. WorldViewProjection = 6,
  54525. /** CameraPosition */
  54526. CameraPosition = 7,
  54527. /** Fog Color */
  54528. FogColor = 8
  54529. }
  54530. }
  54531. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  54532. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54533. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54534. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54535. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54536. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54537. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54538. import { Effect } from "babylonjs/Materials/effect";
  54539. import { Mesh } from "babylonjs/Meshes/mesh";
  54540. import { Nullable } from "babylonjs/types";
  54541. import { Scene } from "babylonjs/scene";
  54542. /**
  54543. * Block used to read a reflection texture from a sampler
  54544. */
  54545. export class ReflectionTextureBlock extends NodeMaterialBlock {
  54546. private _define3DName;
  54547. private _defineCubicName;
  54548. private _defineExplicitName;
  54549. private _defineProjectionName;
  54550. private _defineLocalCubicName;
  54551. private _defineSphericalName;
  54552. private _definePlanarName;
  54553. private _defineEquirectangularName;
  54554. private _defineMirroredEquirectangularFixedName;
  54555. private _defineEquirectangularFixedName;
  54556. private _defineSkyboxName;
  54557. private _cubeSamplerName;
  54558. private _2DSamplerName;
  54559. private _positionUVWName;
  54560. private _directionWName;
  54561. private _reflectionCoordsName;
  54562. private _reflection2DCoordsName;
  54563. private _reflectionColorName;
  54564. private _reflectionMatrixName;
  54565. /**
  54566. * Gets or sets the texture associated with the node
  54567. */
  54568. texture: Nullable<BaseTexture>;
  54569. /**
  54570. * Create a new TextureBlock
  54571. * @param name defines the block name
  54572. */
  54573. constructor(name: string);
  54574. /**
  54575. * Gets the current class name
  54576. * @returns the class name
  54577. */
  54578. getClassName(): string;
  54579. /**
  54580. * Gets the world position input component
  54581. */
  54582. readonly position: NodeMaterialConnectionPoint;
  54583. /**
  54584. * Gets the world position input component
  54585. */
  54586. readonly worldPosition: NodeMaterialConnectionPoint;
  54587. /**
  54588. * Gets the world normal input component
  54589. */
  54590. readonly worldNormal: NodeMaterialConnectionPoint;
  54591. /**
  54592. * Gets the world input component
  54593. */
  54594. readonly world: NodeMaterialConnectionPoint;
  54595. /**
  54596. * Gets the camera (or eye) position component
  54597. */
  54598. readonly cameraPosition: NodeMaterialConnectionPoint;
  54599. /**
  54600. * Gets the view input component
  54601. */
  54602. readonly view: NodeMaterialConnectionPoint;
  54603. /**
  54604. * Gets the rgb output component
  54605. */
  54606. readonly rgb: NodeMaterialConnectionPoint;
  54607. /**
  54608. * Gets the r output component
  54609. */
  54610. readonly r: NodeMaterialConnectionPoint;
  54611. /**
  54612. * Gets the g output component
  54613. */
  54614. readonly g: NodeMaterialConnectionPoint;
  54615. /**
  54616. * Gets the b output component
  54617. */
  54618. readonly b: NodeMaterialConnectionPoint;
  54619. autoConfigure(material: NodeMaterial): void;
  54620. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54621. isReady(): boolean;
  54622. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54623. private _injectVertexCode;
  54624. private _writeOutput;
  54625. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54626. serialize(): any;
  54627. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54628. }
  54629. }
  54630. declare module "babylonjs/Materials/Node/nodeMaterial" {
  54631. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54632. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  54633. import { Scene } from "babylonjs/scene";
  54634. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54635. import { Matrix } from "babylonjs/Maths/math.vector";
  54636. import { Mesh } from "babylonjs/Meshes/mesh";
  54637. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54638. import { Observable } from "babylonjs/Misc/observable";
  54639. import { SubMesh } from "babylonjs/Meshes/subMesh";
  54640. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  54641. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  54642. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  54643. import { Nullable } from "babylonjs/types";
  54644. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54645. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54646. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  54647. /**
  54648. * Interface used to configure the node material editor
  54649. */
  54650. export interface INodeMaterialEditorOptions {
  54651. /** Define the URl to load node editor script */
  54652. editorURL?: string;
  54653. }
  54654. /** @hidden */
  54655. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  54656. /** BONES */
  54657. NUM_BONE_INFLUENCERS: number;
  54658. BonesPerMesh: number;
  54659. BONETEXTURE: boolean;
  54660. /** MORPH TARGETS */
  54661. MORPHTARGETS: boolean;
  54662. MORPHTARGETS_NORMAL: boolean;
  54663. MORPHTARGETS_TANGENT: boolean;
  54664. MORPHTARGETS_UV: boolean;
  54665. NUM_MORPH_INFLUENCERS: number;
  54666. /** IMAGE PROCESSING */
  54667. IMAGEPROCESSING: boolean;
  54668. VIGNETTE: boolean;
  54669. VIGNETTEBLENDMODEMULTIPLY: boolean;
  54670. VIGNETTEBLENDMODEOPAQUE: boolean;
  54671. TONEMAPPING: boolean;
  54672. TONEMAPPING_ACES: boolean;
  54673. CONTRAST: boolean;
  54674. EXPOSURE: boolean;
  54675. COLORCURVES: boolean;
  54676. COLORGRADING: boolean;
  54677. COLORGRADING3D: boolean;
  54678. SAMPLER3DGREENDEPTH: boolean;
  54679. SAMPLER3DBGRMAP: boolean;
  54680. IMAGEPROCESSINGPOSTPROCESS: boolean;
  54681. constructor();
  54682. setValue(name: string, value: boolean): void;
  54683. }
  54684. /**
  54685. * Class used to configure NodeMaterial
  54686. */
  54687. export interface INodeMaterialOptions {
  54688. /**
  54689. * Defines if blocks should emit comments
  54690. */
  54691. emitComments: boolean;
  54692. }
  54693. /**
  54694. * Class used to create a node based material built by assembling shader blocks
  54695. */
  54696. export class NodeMaterial extends PushMaterial {
  54697. private static _BuildIdGenerator;
  54698. private _options;
  54699. private _vertexCompilationState;
  54700. private _fragmentCompilationState;
  54701. private _sharedData;
  54702. private _buildId;
  54703. private _buildWasSuccessful;
  54704. private _cachedWorldViewMatrix;
  54705. private _cachedWorldViewProjectionMatrix;
  54706. private _optimizers;
  54707. private _animationFrame;
  54708. /** Define the URl to load node editor script */
  54709. static EditorURL: string;
  54710. private BJSNODEMATERIALEDITOR;
  54711. /** Get the inspector from bundle or global */
  54712. private _getGlobalNodeMaterialEditor;
  54713. /**
  54714. * 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)
  54715. */
  54716. ignoreAlpha: boolean;
  54717. /**
  54718. * Defines the maximum number of lights that can be used in the material
  54719. */
  54720. maxSimultaneousLights: number;
  54721. /**
  54722. * Observable raised when the material is built
  54723. */
  54724. onBuildObservable: Observable<NodeMaterial>;
  54725. /**
  54726. * Gets or sets the root nodes of the material vertex shader
  54727. */
  54728. _vertexOutputNodes: NodeMaterialBlock[];
  54729. /**
  54730. * Gets or sets the root nodes of the material fragment (pixel) shader
  54731. */
  54732. _fragmentOutputNodes: NodeMaterialBlock[];
  54733. /** Gets or sets options to control the node material overall behavior */
  54734. options: INodeMaterialOptions;
  54735. /**
  54736. * Default configuration related to image processing available in the standard Material.
  54737. */
  54738. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  54739. /**
  54740. * Gets the image processing configuration used either in this material.
  54741. */
  54742. /**
  54743. * Sets the Default image processing configuration used either in the this material.
  54744. *
  54745. * If sets to null, the scene one is in use.
  54746. */
  54747. imageProcessingConfiguration: ImageProcessingConfiguration;
  54748. /**
  54749. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  54750. */
  54751. attachedBlocks: NodeMaterialBlock[];
  54752. /**
  54753. * Create a new node based material
  54754. * @param name defines the material name
  54755. * @param scene defines the hosting scene
  54756. * @param options defines creation option
  54757. */
  54758. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  54759. /**
  54760. * Gets the current class name of the material e.g. "NodeMaterial"
  54761. * @returns the class name
  54762. */
  54763. getClassName(): string;
  54764. /**
  54765. * Keep track of the image processing observer to allow dispose and replace.
  54766. */
  54767. private _imageProcessingObserver;
  54768. /**
  54769. * Attaches a new image processing configuration to the Standard Material.
  54770. * @param configuration
  54771. */
  54772. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  54773. /**
  54774. * Get a block by its name
  54775. * @param name defines the name of the block to retrieve
  54776. * @returns the required block or null if not found
  54777. */
  54778. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  54779. /**
  54780. * Get a block by its name
  54781. * @param predicate defines the predicate used to find the good candidate
  54782. * @returns the required block or null if not found
  54783. */
  54784. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  54785. /**
  54786. * Get an input block by its name
  54787. * @param predicate defines the predicate used to find the good candidate
  54788. * @returns the required input block or null if not found
  54789. */
  54790. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  54791. /**
  54792. * Gets the list of input blocks attached to this material
  54793. * @returns an array of InputBlocks
  54794. */
  54795. getInputBlocks(): InputBlock[];
  54796. /**
  54797. * Adds a new optimizer to the list of optimizers
  54798. * @param optimizer defines the optimizers to add
  54799. * @returns the current material
  54800. */
  54801. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54802. /**
  54803. * Remove an optimizer from the list of optimizers
  54804. * @param optimizer defines the optimizers to remove
  54805. * @returns the current material
  54806. */
  54807. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54808. /**
  54809. * Add a new block to the list of output nodes
  54810. * @param node defines the node to add
  54811. * @returns the current material
  54812. */
  54813. addOutputNode(node: NodeMaterialBlock): this;
  54814. /**
  54815. * Remove a block from the list of root nodes
  54816. * @param node defines the node to remove
  54817. * @returns the current material
  54818. */
  54819. removeOutputNode(node: NodeMaterialBlock): this;
  54820. private _addVertexOutputNode;
  54821. private _removeVertexOutputNode;
  54822. private _addFragmentOutputNode;
  54823. private _removeFragmentOutputNode;
  54824. /**
  54825. * Specifies if the material will require alpha blending
  54826. * @returns a boolean specifying if alpha blending is needed
  54827. */
  54828. needAlphaBlending(): boolean;
  54829. /**
  54830. * Specifies if this material should be rendered in alpha test mode
  54831. * @returns a boolean specifying if an alpha test is needed.
  54832. */
  54833. needAlphaTesting(): boolean;
  54834. private _initializeBlock;
  54835. private _resetDualBlocks;
  54836. /**
  54837. * Build the material and generates the inner effect
  54838. * @param verbose defines if the build should log activity
  54839. */
  54840. build(verbose?: boolean): void;
  54841. /**
  54842. * Runs an otpimization phase to try to improve the shader code
  54843. */
  54844. optimize(): void;
  54845. private _prepareDefinesForAttributes;
  54846. /**
  54847. * Get if the submesh is ready to be used and all its information available.
  54848. * Child classes can use it to update shaders
  54849. * @param mesh defines the mesh to check
  54850. * @param subMesh defines which submesh to check
  54851. * @param useInstances specifies that instances should be used
  54852. * @returns a boolean indicating that the submesh is ready or not
  54853. */
  54854. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  54855. /**
  54856. * Get a string representing the shaders built by the current node graph
  54857. */
  54858. readonly compiledShaders: string;
  54859. /**
  54860. * Binds the world matrix to the material
  54861. * @param world defines the world transformation matrix
  54862. */
  54863. bindOnlyWorldMatrix(world: Matrix): void;
  54864. /**
  54865. * Binds the submesh to this material by preparing the effect and shader to draw
  54866. * @param world defines the world transformation matrix
  54867. * @param mesh defines the mesh containing the submesh
  54868. * @param subMesh defines the submesh to bind the material to
  54869. */
  54870. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  54871. /**
  54872. * Gets the active textures from the material
  54873. * @returns an array of textures
  54874. */
  54875. getActiveTextures(): BaseTexture[];
  54876. /**
  54877. * Gets the list of texture blocks
  54878. * @returns an array of texture blocks
  54879. */
  54880. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  54881. /**
  54882. * Specifies if the material uses a texture
  54883. * @param texture defines the texture to check against the material
  54884. * @returns a boolean specifying if the material uses the texture
  54885. */
  54886. hasTexture(texture: BaseTexture): boolean;
  54887. /**
  54888. * Disposes the material
  54889. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  54890. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  54891. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  54892. */
  54893. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  54894. /** Creates the node editor window. */
  54895. private _createNodeEditor;
  54896. /**
  54897. * Launch the node material editor
  54898. * @param config Define the configuration of the editor
  54899. * @return a promise fulfilled when the node editor is visible
  54900. */
  54901. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  54902. /**
  54903. * Clear the current material
  54904. */
  54905. clear(): void;
  54906. /**
  54907. * Clear the current material and set it to a default state
  54908. */
  54909. setToDefault(): void;
  54910. /**
  54911. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  54912. * @param url defines the url to load from
  54913. * @returns a promise that will fullfil when the material is fully loaded
  54914. */
  54915. loadAsync(url: string): Promise<unknown>;
  54916. private _gatherBlocks;
  54917. /**
  54918. * Generate a string containing the code declaration required to create an equivalent of this material
  54919. * @returns a string
  54920. */
  54921. generateCode(): string;
  54922. /**
  54923. * Serializes this material in a JSON representation
  54924. * @returns the serialized material object
  54925. */
  54926. serialize(): any;
  54927. private _restoreConnections;
  54928. /**
  54929. * Clear the current graph and load a new one from a serialization object
  54930. * @param source defines the JSON representation of the material
  54931. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54932. */
  54933. loadFromSerialization(source: any, rootUrl?: string): void;
  54934. /**
  54935. * Creates a node material from parsed material data
  54936. * @param source defines the JSON representation of the material
  54937. * @param scene defines the hosting scene
  54938. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54939. * @returns a new node material
  54940. */
  54941. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  54942. /**
  54943. * Creates a new node material set to default basic configuration
  54944. * @param name defines the name of the material
  54945. * @param scene defines the hosting scene
  54946. * @returns a new NodeMaterial
  54947. */
  54948. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  54949. }
  54950. }
  54951. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  54952. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54953. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54954. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54955. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54956. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54957. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54958. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54959. import { Effect } from "babylonjs/Materials/effect";
  54960. import { Mesh } from "babylonjs/Meshes/mesh";
  54961. import { Nullable } from "babylonjs/types";
  54962. import { Scene } from "babylonjs/scene";
  54963. /**
  54964. * Block used to read a texture from a sampler
  54965. */
  54966. export class TextureBlock extends NodeMaterialBlock {
  54967. private _defineName;
  54968. private _samplerName;
  54969. private _transformedUVName;
  54970. private _textureTransformName;
  54971. private _textureInfoName;
  54972. private _mainUVName;
  54973. private _mainUVDefineName;
  54974. /**
  54975. * Gets or sets the texture associated with the node
  54976. */
  54977. texture: Nullable<BaseTexture>;
  54978. /**
  54979. * Create a new TextureBlock
  54980. * @param name defines the block name
  54981. */
  54982. constructor(name: string);
  54983. /**
  54984. * Gets the current class name
  54985. * @returns the class name
  54986. */
  54987. getClassName(): string;
  54988. /**
  54989. * Gets the uv input component
  54990. */
  54991. readonly uv: NodeMaterialConnectionPoint;
  54992. /**
  54993. * Gets the rgba output component
  54994. */
  54995. readonly rgba: NodeMaterialConnectionPoint;
  54996. /**
  54997. * Gets the rgb output component
  54998. */
  54999. readonly rgb: NodeMaterialConnectionPoint;
  55000. /**
  55001. * Gets the r output component
  55002. */
  55003. readonly r: NodeMaterialConnectionPoint;
  55004. /**
  55005. * Gets the g output component
  55006. */
  55007. readonly g: NodeMaterialConnectionPoint;
  55008. /**
  55009. * Gets the b output component
  55010. */
  55011. readonly b: NodeMaterialConnectionPoint;
  55012. /**
  55013. * Gets the a output component
  55014. */
  55015. readonly a: NodeMaterialConnectionPoint;
  55016. readonly target: NodeMaterialBlockTargets;
  55017. autoConfigure(material: NodeMaterial): void;
  55018. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55019. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55020. isReady(): boolean;
  55021. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55022. private readonly _isMixed;
  55023. private _injectVertexCode;
  55024. private _writeOutput;
  55025. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55026. protected _dumpPropertiesCode(): string;
  55027. serialize(): any;
  55028. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55029. }
  55030. }
  55031. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  55032. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55033. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55034. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55035. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55036. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55037. /**
  55038. * Class used to store shared data between 2 NodeMaterialBuildState
  55039. */
  55040. export class NodeMaterialBuildStateSharedData {
  55041. /**
  55042. * Gets the list of emitted varyings
  55043. */
  55044. temps: string[];
  55045. /**
  55046. * Gets the list of emitted varyings
  55047. */
  55048. varyings: string[];
  55049. /**
  55050. * Gets the varying declaration string
  55051. */
  55052. varyingDeclaration: string;
  55053. /**
  55054. * Input blocks
  55055. */
  55056. inputBlocks: InputBlock[];
  55057. /**
  55058. * Input blocks
  55059. */
  55060. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  55061. /**
  55062. * Bindable blocks (Blocks that need to set data to the effect)
  55063. */
  55064. bindableBlocks: NodeMaterialBlock[];
  55065. /**
  55066. * List of blocks that can provide a compilation fallback
  55067. */
  55068. blocksWithFallbacks: NodeMaterialBlock[];
  55069. /**
  55070. * List of blocks that can provide a define update
  55071. */
  55072. blocksWithDefines: NodeMaterialBlock[];
  55073. /**
  55074. * List of blocks that can provide a repeatable content
  55075. */
  55076. repeatableContentBlocks: NodeMaterialBlock[];
  55077. /**
  55078. * List of blocks that can provide a dynamic list of uniforms
  55079. */
  55080. dynamicUniformBlocks: NodeMaterialBlock[];
  55081. /**
  55082. * List of blocks that can block the isReady function for the material
  55083. */
  55084. blockingBlocks: NodeMaterialBlock[];
  55085. /**
  55086. * Gets the list of animated inputs
  55087. */
  55088. animatedInputs: InputBlock[];
  55089. /**
  55090. * Build Id used to avoid multiple recompilations
  55091. */
  55092. buildId: number;
  55093. /** List of emitted variables */
  55094. variableNames: {
  55095. [key: string]: number;
  55096. };
  55097. /** List of emitted defines */
  55098. defineNames: {
  55099. [key: string]: number;
  55100. };
  55101. /** Should emit comments? */
  55102. emitComments: boolean;
  55103. /** Emit build activity */
  55104. verbose: boolean;
  55105. /**
  55106. * Gets the compilation hints emitted at compilation time
  55107. */
  55108. hints: {
  55109. needWorldViewMatrix: boolean;
  55110. needWorldViewProjectionMatrix: boolean;
  55111. needAlphaBlending: boolean;
  55112. needAlphaTesting: boolean;
  55113. };
  55114. /**
  55115. * List of compilation checks
  55116. */
  55117. checks: {
  55118. emitVertex: boolean;
  55119. emitFragment: boolean;
  55120. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  55121. };
  55122. /** Creates a new shared data */
  55123. constructor();
  55124. /**
  55125. * Emits console errors and exceptions if there is a failing check
  55126. */
  55127. emitErrors(): void;
  55128. }
  55129. }
  55130. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  55131. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55132. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55133. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  55134. /**
  55135. * Class used to store node based material build state
  55136. */
  55137. export class NodeMaterialBuildState {
  55138. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  55139. supportUniformBuffers: boolean;
  55140. /**
  55141. * Gets the list of emitted attributes
  55142. */
  55143. attributes: string[];
  55144. /**
  55145. * Gets the list of emitted uniforms
  55146. */
  55147. uniforms: string[];
  55148. /**
  55149. * Gets the list of emitted uniform buffers
  55150. */
  55151. uniformBuffers: string[];
  55152. /**
  55153. * Gets the list of emitted samplers
  55154. */
  55155. samplers: string[];
  55156. /**
  55157. * Gets the list of emitted functions
  55158. */
  55159. functions: {
  55160. [key: string]: string;
  55161. };
  55162. /**
  55163. * Gets the list of emitted extensions
  55164. */
  55165. extensions: {
  55166. [key: string]: string;
  55167. };
  55168. /**
  55169. * Gets the target of the compilation state
  55170. */
  55171. target: NodeMaterialBlockTargets;
  55172. /**
  55173. * Gets the list of emitted counters
  55174. */
  55175. counters: {
  55176. [key: string]: number;
  55177. };
  55178. /**
  55179. * Shared data between multiple NodeMaterialBuildState instances
  55180. */
  55181. sharedData: NodeMaterialBuildStateSharedData;
  55182. /** @hidden */
  55183. _vertexState: NodeMaterialBuildState;
  55184. /** @hidden */
  55185. _attributeDeclaration: string;
  55186. /** @hidden */
  55187. _uniformDeclaration: string;
  55188. /** @hidden */
  55189. _samplerDeclaration: string;
  55190. /** @hidden */
  55191. _varyingTransfer: string;
  55192. private _repeatableContentAnchorIndex;
  55193. /** @hidden */
  55194. _builtCompilationString: string;
  55195. /**
  55196. * Gets the emitted compilation strings
  55197. */
  55198. compilationString: string;
  55199. /**
  55200. * Finalize the compilation strings
  55201. * @param state defines the current compilation state
  55202. */
  55203. finalize(state: NodeMaterialBuildState): void;
  55204. /** @hidden */
  55205. readonly _repeatableContentAnchor: string;
  55206. /** @hidden */
  55207. _getFreeVariableName(prefix: string): string;
  55208. /** @hidden */
  55209. _getFreeDefineName(prefix: string): string;
  55210. /** @hidden */
  55211. _excludeVariableName(name: string): void;
  55212. /** @hidden */
  55213. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  55214. /** @hidden */
  55215. _emitExtension(name: string, extension: string): void;
  55216. /** @hidden */
  55217. _emitFunction(name: string, code: string, comments: string): void;
  55218. /** @hidden */
  55219. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  55220. replaceStrings?: {
  55221. search: RegExp;
  55222. replace: string;
  55223. }[];
  55224. repeatKey?: string;
  55225. }): string;
  55226. /** @hidden */
  55227. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  55228. repeatKey?: string;
  55229. removeAttributes?: boolean;
  55230. removeUniforms?: boolean;
  55231. removeVaryings?: boolean;
  55232. removeIfDef?: boolean;
  55233. replaceStrings?: {
  55234. search: RegExp;
  55235. replace: string;
  55236. }[];
  55237. }, storeKey?: string): void;
  55238. /** @hidden */
  55239. _registerTempVariable(name: string): boolean;
  55240. /** @hidden */
  55241. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  55242. /** @hidden */
  55243. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  55244. }
  55245. }
  55246. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  55247. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55248. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55249. import { Nullable } from "babylonjs/types";
  55250. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55251. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55252. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55253. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55254. import { Mesh } from "babylonjs/Meshes/mesh";
  55255. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55256. import { Scene } from "babylonjs/scene";
  55257. /**
  55258. * Defines a block that can be used inside a node based material
  55259. */
  55260. export class NodeMaterialBlock {
  55261. private _buildId;
  55262. private _buildTarget;
  55263. private _target;
  55264. private _isFinalMerger;
  55265. private _isInput;
  55266. /** @hidden */
  55267. _codeVariableName: string;
  55268. /** @hidden */
  55269. _inputs: NodeMaterialConnectionPoint[];
  55270. /** @hidden */
  55271. _outputs: NodeMaterialConnectionPoint[];
  55272. /** @hidden */
  55273. _preparationId: number;
  55274. /**
  55275. * Gets or sets the name of the block
  55276. */
  55277. name: string;
  55278. /**
  55279. * Gets or sets the unique id of the node
  55280. */
  55281. uniqueId: number;
  55282. /**
  55283. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  55284. */
  55285. readonly isFinalMerger: boolean;
  55286. /**
  55287. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  55288. */
  55289. readonly isInput: boolean;
  55290. /**
  55291. * Gets or sets the build Id
  55292. */
  55293. buildId: number;
  55294. /**
  55295. * Gets or sets the target of the block
  55296. */
  55297. target: NodeMaterialBlockTargets;
  55298. /**
  55299. * Gets the list of input points
  55300. */
  55301. readonly inputs: NodeMaterialConnectionPoint[];
  55302. /** Gets the list of output points */
  55303. readonly outputs: NodeMaterialConnectionPoint[];
  55304. /**
  55305. * Find an input by its name
  55306. * @param name defines the name of the input to look for
  55307. * @returns the input or null if not found
  55308. */
  55309. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  55310. /**
  55311. * Find an output by its name
  55312. * @param name defines the name of the outputto look for
  55313. * @returns the output or null if not found
  55314. */
  55315. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  55316. /**
  55317. * Creates a new NodeMaterialBlock
  55318. * @param name defines the block name
  55319. * @param target defines the target of that block (Vertex by default)
  55320. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  55321. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  55322. */
  55323. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  55324. /**
  55325. * Initialize the block and prepare the context for build
  55326. * @param state defines the state that will be used for the build
  55327. */
  55328. initialize(state: NodeMaterialBuildState): void;
  55329. /**
  55330. * Bind data to effect. Will only be called for blocks with isBindable === true
  55331. * @param effect defines the effect to bind data to
  55332. * @param nodeMaterial defines the hosting NodeMaterial
  55333. * @param mesh defines the mesh that will be rendered
  55334. */
  55335. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55336. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  55337. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  55338. protected _writeFloat(value: number): string;
  55339. /**
  55340. * Gets the current class name e.g. "NodeMaterialBlock"
  55341. * @returns the class name
  55342. */
  55343. getClassName(): string;
  55344. /**
  55345. * Register a new input. Must be called inside a block constructor
  55346. * @param name defines the connection point name
  55347. * @param type defines the connection point type
  55348. * @param isOptional defines a boolean indicating that this input can be omitted
  55349. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  55350. * @returns the current block
  55351. */
  55352. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  55353. /**
  55354. * Register a new output. Must be called inside a block constructor
  55355. * @param name defines the connection point name
  55356. * @param type defines the connection point type
  55357. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  55358. * @returns the current block
  55359. */
  55360. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  55361. /**
  55362. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  55363. * @param forOutput defines an optional connection point to check compatibility with
  55364. * @returns the first available input or null
  55365. */
  55366. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  55367. /**
  55368. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  55369. * @param forBlock defines an optional block to check compatibility with
  55370. * @returns the first available input or null
  55371. */
  55372. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  55373. /**
  55374. * Gets the sibling of the given output
  55375. * @param current defines the current output
  55376. * @returns the next output in the list or null
  55377. */
  55378. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  55379. /**
  55380. * Connect current block with another block
  55381. * @param other defines the block to connect with
  55382. * @param options define the various options to help pick the right connections
  55383. * @returns the current block
  55384. */
  55385. connectTo(other: NodeMaterialBlock, options?: {
  55386. input?: string;
  55387. output?: string;
  55388. outputSwizzle?: string;
  55389. }): this | undefined;
  55390. protected _buildBlock(state: NodeMaterialBuildState): void;
  55391. /**
  55392. * Add uniforms, samplers and uniform buffers at compilation time
  55393. * @param state defines the state to update
  55394. * @param nodeMaterial defines the node material requesting the update
  55395. * @param defines defines the material defines to update
  55396. */
  55397. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55398. /**
  55399. * Add potential fallbacks if shader compilation fails
  55400. * @param mesh defines the mesh to be rendered
  55401. * @param fallbacks defines the current prioritized list of fallbacks
  55402. */
  55403. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55404. /**
  55405. * Update defines for shader compilation
  55406. * @param mesh defines the mesh to be rendered
  55407. * @param nodeMaterial defines the node material requesting the update
  55408. * @param defines defines the material defines to update
  55409. * @param useInstances specifies that instances should be used
  55410. */
  55411. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55412. /**
  55413. * Initialize defines for shader compilation
  55414. * @param mesh defines the mesh to be rendered
  55415. * @param nodeMaterial defines the node material requesting the update
  55416. * @param defines defines the material defines to be prepared
  55417. * @param useInstances specifies that instances should be used
  55418. */
  55419. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55420. /**
  55421. * Lets the block try to connect some inputs automatically
  55422. * @param material defines the hosting NodeMaterial
  55423. */
  55424. autoConfigure(material: NodeMaterial): void;
  55425. /**
  55426. * Function called when a block is declared as repeatable content generator
  55427. * @param vertexShaderState defines the current compilation state for the vertex shader
  55428. * @param fragmentShaderState defines the current compilation state for the fragment shader
  55429. * @param mesh defines the mesh to be rendered
  55430. * @param defines defines the material defines to update
  55431. */
  55432. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55433. /**
  55434. * Checks if the block is ready
  55435. * @param mesh defines the mesh to be rendered
  55436. * @param nodeMaterial defines the node material requesting the update
  55437. * @param defines defines the material defines to update
  55438. * @param useInstances specifies that instances should be used
  55439. * @returns true if the block is ready
  55440. */
  55441. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  55442. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  55443. private _processBuild;
  55444. /**
  55445. * Compile the current node and generate the shader code
  55446. * @param state defines the current compilation state (uniforms, samplers, current string)
  55447. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  55448. * @returns true if already built
  55449. */
  55450. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  55451. protected _inputRename(name: string): string;
  55452. protected _outputRename(name: string): string;
  55453. protected _dumpPropertiesCode(): string;
  55454. /** @hidden */
  55455. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  55456. /**
  55457. * Clone the current block to a new identical block
  55458. * @param scene defines the hosting scene
  55459. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55460. * @returns a copy of the current block
  55461. */
  55462. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  55463. /**
  55464. * Serializes this block in a JSON representation
  55465. * @returns the serialized block object
  55466. */
  55467. serialize(): any;
  55468. /** @hidden */
  55469. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55470. }
  55471. }
  55472. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  55473. /**
  55474. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55475. */
  55476. export enum NodeMaterialBlockConnectionPointMode {
  55477. /** Value is an uniform */
  55478. Uniform = 0,
  55479. /** Value is a mesh attribute */
  55480. Attribute = 1,
  55481. /** Value is a varying between vertex and fragment shaders */
  55482. Varying = 2,
  55483. /** Mode is undefined */
  55484. Undefined = 3
  55485. }
  55486. }
  55487. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  55488. /**
  55489. * Enum defining the type of animations supported by InputBlock
  55490. */
  55491. export enum AnimatedInputBlockTypes {
  55492. /** No animation */
  55493. None = 0,
  55494. /** Time based animation. Will only work for floats */
  55495. Time = 1
  55496. }
  55497. }
  55498. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  55499. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55500. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55501. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/nodeMaterialSystemValues";
  55502. import { Nullable } from "babylonjs/types";
  55503. import { Effect } from "babylonjs/Materials/effect";
  55504. import { Matrix } from "babylonjs/Maths/math.vector";
  55505. import { Scene } from "babylonjs/scene";
  55506. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55507. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55508. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55509. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55510. /**
  55511. * Block used to expose an input value
  55512. */
  55513. export class InputBlock extends NodeMaterialBlock {
  55514. private _mode;
  55515. private _associatedVariableName;
  55516. private _storedValue;
  55517. private _valueCallback;
  55518. private _type;
  55519. private _animationType;
  55520. /** @hidden */
  55521. _systemValue: Nullable<NodeMaterialSystemValues>;
  55522. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  55523. visibleInInspector: boolean;
  55524. /**
  55525. * Gets or sets the connection point type (default is float)
  55526. */
  55527. readonly type: NodeMaterialBlockConnectionPointTypes;
  55528. /**
  55529. * Creates a new InputBlock
  55530. * @param name defines the block name
  55531. * @param target defines the target of that block (Vertex by default)
  55532. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  55533. */
  55534. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  55535. /**
  55536. * Gets the output component
  55537. */
  55538. readonly output: NodeMaterialConnectionPoint;
  55539. /**
  55540. * Set the source of this connection point to a vertex attribute
  55541. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  55542. * @returns the current connection point
  55543. */
  55544. setAsAttribute(attributeName?: string): InputBlock;
  55545. /**
  55546. * Set the source of this connection point to a system value
  55547. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  55548. * @returns the current connection point
  55549. */
  55550. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  55551. /**
  55552. * Gets or sets the value of that point.
  55553. * Please note that this value will be ignored if valueCallback is defined
  55554. */
  55555. value: any;
  55556. /**
  55557. * Gets or sets a callback used to get the value of that point.
  55558. * Please note that setting this value will force the connection point to ignore the value property
  55559. */
  55560. valueCallback: () => any;
  55561. /**
  55562. * Gets or sets the associated variable name in the shader
  55563. */
  55564. associatedVariableName: string;
  55565. /** Gets or sets the type of animation applied to the input */
  55566. animationType: AnimatedInputBlockTypes;
  55567. /**
  55568. * Gets a boolean indicating that this connection point not defined yet
  55569. */
  55570. readonly isUndefined: boolean;
  55571. /**
  55572. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  55573. * In this case the connection point name must be the name of the uniform to use.
  55574. * Can only be set on inputs
  55575. */
  55576. isUniform: boolean;
  55577. /**
  55578. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  55579. * In this case the connection point name must be the name of the attribute to use
  55580. * Can only be set on inputs
  55581. */
  55582. isAttribute: boolean;
  55583. /**
  55584. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  55585. * Can only be set on exit points
  55586. */
  55587. isVarying: boolean;
  55588. /**
  55589. * Gets a boolean indicating that the current connection point is a system value
  55590. */
  55591. readonly isSystemValue: boolean;
  55592. /**
  55593. * Gets or sets the current well known value or null if not defined as a system value
  55594. */
  55595. systemValue: Nullable<NodeMaterialSystemValues>;
  55596. /**
  55597. * Gets the current class name
  55598. * @returns the class name
  55599. */
  55600. getClassName(): string;
  55601. /**
  55602. * Animate the input if animationType !== None
  55603. * @param scene defines the rendering scene
  55604. */
  55605. animate(scene: Scene): void;
  55606. private _emitDefine;
  55607. /**
  55608. * Set the input block to its default value (based on its type)
  55609. */
  55610. setDefaultValue(): void;
  55611. protected _dumpPropertiesCode(): string;
  55612. private _emit;
  55613. /** @hidden */
  55614. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  55615. /** @hidden */
  55616. _transmit(effect: Effect, scene: Scene): void;
  55617. protected _buildBlock(state: NodeMaterialBuildState): void;
  55618. serialize(): any;
  55619. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55620. }
  55621. }
  55622. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  55623. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55624. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55625. import { Nullable } from "babylonjs/types";
  55626. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55627. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55628. /**
  55629. * Defines a connection point for a block
  55630. */
  55631. export class NodeMaterialConnectionPoint {
  55632. /** @hidden */
  55633. _ownerBlock: NodeMaterialBlock;
  55634. /** @hidden */
  55635. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55636. private _endpoints;
  55637. private _associatedVariableName;
  55638. /** @hidden */
  55639. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55640. /** @hidden */
  55641. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55642. private _type;
  55643. /** @hidden */
  55644. _enforceAssociatedVariableName: boolean;
  55645. /**
  55646. * Gets or sets the additional types supported byt this connection point
  55647. */
  55648. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  55649. /**
  55650. * Gets or sets the associated variable name in the shader
  55651. */
  55652. associatedVariableName: string;
  55653. /**
  55654. * Gets or sets the connection point type (default is float)
  55655. */
  55656. type: NodeMaterialBlockConnectionPointTypes;
  55657. /**
  55658. * Gets or sets the connection point name
  55659. */
  55660. name: string;
  55661. /**
  55662. * Gets or sets a boolean indicating that this connection point can be omitted
  55663. */
  55664. isOptional: boolean;
  55665. /**
  55666. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  55667. */
  55668. define: string;
  55669. /** Gets or sets the target of that connection point */
  55670. target: NodeMaterialBlockTargets;
  55671. /**
  55672. * Gets a boolean indicating that the current point is connected
  55673. */
  55674. readonly isConnected: boolean;
  55675. /**
  55676. * Gets a boolean indicating that the current point is connected to an input block
  55677. */
  55678. readonly isConnectedToInputBlock: boolean;
  55679. /**
  55680. * Gets a the connected input block (if any)
  55681. */
  55682. readonly connectInputBlock: Nullable<InputBlock>;
  55683. /** Get the other side of the connection (if any) */
  55684. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55685. /** Get the block that owns this connection point */
  55686. readonly ownerBlock: NodeMaterialBlock;
  55687. /** Get the block connected on the other side of this connection (if any) */
  55688. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  55689. /** Get the block connected on the endpoints of this connection (if any) */
  55690. readonly connectedBlocks: Array<NodeMaterialBlock>;
  55691. /** Gets the list of connected endpoints */
  55692. readonly endpoints: NodeMaterialConnectionPoint[];
  55693. /** Gets a boolean indicating if that output point is connected to at least one input */
  55694. readonly hasEndpoints: boolean;
  55695. /**
  55696. * Creates a new connection point
  55697. * @param name defines the connection point name
  55698. * @param ownerBlock defines the block hosting this connection point
  55699. */
  55700. constructor(name: string, ownerBlock: NodeMaterialBlock);
  55701. /**
  55702. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  55703. * @returns the class name
  55704. */
  55705. getClassName(): string;
  55706. /**
  55707. * Gets an boolean indicating if the current point can be connected to another point
  55708. * @param connectionPoint defines the other connection point
  55709. * @returns true if the connection is possible
  55710. */
  55711. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  55712. /**
  55713. * Connect this point to another connection point
  55714. * @param connectionPoint defines the other connection point
  55715. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  55716. * @returns the current connection point
  55717. */
  55718. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  55719. /**
  55720. * Disconnect this point from one of his endpoint
  55721. * @param endpoint defines the other connection point
  55722. * @returns the current connection point
  55723. */
  55724. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55725. /**
  55726. * Serializes this point in a JSON representation
  55727. * @returns the serialized point object
  55728. */
  55729. serialize(): any;
  55730. }
  55731. }
  55732. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  55733. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55734. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55735. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55736. import { Mesh } from "babylonjs/Meshes/mesh";
  55737. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55738. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55739. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55740. /**
  55741. * Block used to add support for vertex skinning (bones)
  55742. */
  55743. export class BonesBlock extends NodeMaterialBlock {
  55744. /**
  55745. * Creates a new BonesBlock
  55746. * @param name defines the block name
  55747. */
  55748. constructor(name: string);
  55749. /**
  55750. * Initialize the block and prepare the context for build
  55751. * @param state defines the state that will be used for the build
  55752. */
  55753. initialize(state: NodeMaterialBuildState): void;
  55754. /**
  55755. * Gets the current class name
  55756. * @returns the class name
  55757. */
  55758. getClassName(): string;
  55759. /**
  55760. * Gets the matrix indices input component
  55761. */
  55762. readonly matricesIndices: NodeMaterialConnectionPoint;
  55763. /**
  55764. * Gets the matrix weights input component
  55765. */
  55766. readonly matricesWeights: NodeMaterialConnectionPoint;
  55767. /**
  55768. * Gets the extra matrix indices input component
  55769. */
  55770. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  55771. /**
  55772. * Gets the extra matrix weights input component
  55773. */
  55774. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  55775. /**
  55776. * Gets the world input component
  55777. */
  55778. readonly world: NodeMaterialConnectionPoint;
  55779. /**
  55780. * Gets the output component
  55781. */
  55782. readonly output: NodeMaterialConnectionPoint;
  55783. autoConfigure(material: NodeMaterial): void;
  55784. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55785. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55786. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55787. protected _buildBlock(state: NodeMaterialBuildState): this;
  55788. }
  55789. }
  55790. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  55791. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55792. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55793. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55794. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55795. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55796. /**
  55797. * Block used to add support for instances
  55798. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  55799. */
  55800. export class InstancesBlock extends NodeMaterialBlock {
  55801. /**
  55802. * Creates a new InstancesBlock
  55803. * @param name defines the block name
  55804. */
  55805. constructor(name: string);
  55806. /**
  55807. * Gets the current class name
  55808. * @returns the class name
  55809. */
  55810. getClassName(): string;
  55811. /**
  55812. * Gets the first world row input component
  55813. */
  55814. readonly world0: NodeMaterialConnectionPoint;
  55815. /**
  55816. * Gets the second world row input component
  55817. */
  55818. readonly world1: NodeMaterialConnectionPoint;
  55819. /**
  55820. * Gets the third world row input component
  55821. */
  55822. readonly world2: NodeMaterialConnectionPoint;
  55823. /**
  55824. * Gets the forth world row input component
  55825. */
  55826. readonly world3: NodeMaterialConnectionPoint;
  55827. /**
  55828. * Gets the world input component
  55829. */
  55830. readonly world: NodeMaterialConnectionPoint;
  55831. /**
  55832. * Gets the output component
  55833. */
  55834. readonly output: NodeMaterialConnectionPoint;
  55835. autoConfigure(material: NodeMaterial): void;
  55836. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55837. protected _buildBlock(state: NodeMaterialBuildState): this;
  55838. }
  55839. }
  55840. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  55841. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55842. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55843. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55844. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55845. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55846. import { Effect } from "babylonjs/Materials/effect";
  55847. import { Mesh } from "babylonjs/Meshes/mesh";
  55848. /**
  55849. * Block used to add morph targets support to vertex shader
  55850. */
  55851. export class MorphTargetsBlock extends NodeMaterialBlock {
  55852. private _repeatableContentAnchor;
  55853. private _repeatebleContentGenerated;
  55854. /**
  55855. * Create a new MorphTargetsBlock
  55856. * @param name defines the block name
  55857. */
  55858. constructor(name: string);
  55859. /**
  55860. * Gets the current class name
  55861. * @returns the class name
  55862. */
  55863. getClassName(): string;
  55864. /**
  55865. * Gets the position input component
  55866. */
  55867. readonly position: NodeMaterialConnectionPoint;
  55868. /**
  55869. * Gets the normal input component
  55870. */
  55871. readonly normal: NodeMaterialConnectionPoint;
  55872. /**
  55873. * Gets the tangent input component
  55874. */
  55875. readonly tangent: NodeMaterialConnectionPoint;
  55876. /**
  55877. * Gets the tangent input component
  55878. */
  55879. readonly uv: NodeMaterialConnectionPoint;
  55880. /**
  55881. * Gets the position output component
  55882. */
  55883. readonly positionOutput: NodeMaterialConnectionPoint;
  55884. /**
  55885. * Gets the normal output component
  55886. */
  55887. readonly normalOutput: NodeMaterialConnectionPoint;
  55888. /**
  55889. * Gets the tangent output component
  55890. */
  55891. readonly tangentOutput: NodeMaterialConnectionPoint;
  55892. /**
  55893. * Gets the tangent output component
  55894. */
  55895. readonly uvOutput: NodeMaterialConnectionPoint;
  55896. initialize(state: NodeMaterialBuildState): void;
  55897. autoConfigure(material: NodeMaterial): void;
  55898. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55899. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55900. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55901. protected _buildBlock(state: NodeMaterialBuildState): this;
  55902. }
  55903. }
  55904. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  55905. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55906. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55907. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55908. import { Nullable } from "babylonjs/types";
  55909. import { Scene } from "babylonjs/scene";
  55910. import { Effect } from "babylonjs/Materials/effect";
  55911. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  55912. import { Mesh } from "babylonjs/Meshes/mesh";
  55913. import { Light } from "babylonjs/Lights/light";
  55914. /**
  55915. * Block used to get data information from a light
  55916. */
  55917. export class LightInformationBlock extends NodeMaterialBlock {
  55918. private _lightDataDefineName;
  55919. private _lightColorDefineName;
  55920. /**
  55921. * Gets or sets the light associated with this block
  55922. */
  55923. light: Nullable<Light>;
  55924. /**
  55925. * Creates a new LightInformationBlock
  55926. * @param name defines the block name
  55927. */
  55928. constructor(name: string);
  55929. /**
  55930. * Gets the current class name
  55931. * @returns the class name
  55932. */
  55933. getClassName(): string;
  55934. /**
  55935. * Gets the world position input component
  55936. */
  55937. readonly worldPosition: NodeMaterialConnectionPoint;
  55938. /**
  55939. * Gets the direction output component
  55940. */
  55941. readonly direction: NodeMaterialConnectionPoint;
  55942. /**
  55943. * Gets the direction output component
  55944. */
  55945. readonly color: NodeMaterialConnectionPoint;
  55946. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55947. protected _buildBlock(state: NodeMaterialBuildState): this;
  55948. serialize(): any;
  55949. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55950. }
  55951. }
  55952. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  55953. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  55954. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  55955. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  55956. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  55957. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  55958. }
  55959. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  55960. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55961. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55962. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55963. import { Scene } from "babylonjs/scene";
  55964. /**
  55965. * Block used to add an alpha test in the fragment shader
  55966. */
  55967. export class AlphaTestBlock extends NodeMaterialBlock {
  55968. /**
  55969. * Gets or sets the alpha value where alpha testing happens
  55970. */
  55971. alphaCutOff: number;
  55972. /**
  55973. * Create a new AlphaTestBlock
  55974. * @param name defines the block name
  55975. */
  55976. constructor(name: string);
  55977. /**
  55978. * Gets the current class name
  55979. * @returns the class name
  55980. */
  55981. getClassName(): string;
  55982. /**
  55983. * Gets the color input component
  55984. */
  55985. readonly color: NodeMaterialConnectionPoint;
  55986. /**
  55987. * Gets the alpha input component
  55988. */
  55989. readonly alpha: NodeMaterialConnectionPoint;
  55990. protected _buildBlock(state: NodeMaterialBuildState): this;
  55991. protected _dumpPropertiesCode(): string;
  55992. serialize(): any;
  55993. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55994. }
  55995. }
  55996. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  55997. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55998. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55999. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56000. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56001. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56002. import { Effect } from "babylonjs/Materials/effect";
  56003. import { Mesh } from "babylonjs/Meshes/mesh";
  56004. /**
  56005. * Block used to add image processing support to fragment shader
  56006. */
  56007. export class ImageProcessingBlock extends NodeMaterialBlock {
  56008. /**
  56009. * Create a new ImageProcessingBlock
  56010. * @param name defines the block name
  56011. */
  56012. constructor(name: string);
  56013. /**
  56014. * Gets the current class name
  56015. * @returns the class name
  56016. */
  56017. getClassName(): string;
  56018. /**
  56019. * Gets the color input component
  56020. */
  56021. readonly color: NodeMaterialConnectionPoint;
  56022. /**
  56023. * Gets the output component
  56024. */
  56025. readonly output: NodeMaterialConnectionPoint;
  56026. /**
  56027. * Initialize the block and prepare the context for build
  56028. * @param state defines the state that will be used for the build
  56029. */
  56030. initialize(state: NodeMaterialBuildState): void;
  56031. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  56032. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56033. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56034. protected _buildBlock(state: NodeMaterialBuildState): this;
  56035. }
  56036. }
  56037. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  56038. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56039. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56040. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56041. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56042. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56043. /**
  56044. * Block used to pertub normals based on a normal map
  56045. */
  56046. export class PerturbNormalBlock extends NodeMaterialBlock {
  56047. /**
  56048. * Create a new PerturbNormalBlock
  56049. * @param name defines the block name
  56050. */
  56051. constructor(name: string);
  56052. /**
  56053. * Gets the current class name
  56054. * @returns the class name
  56055. */
  56056. getClassName(): string;
  56057. /**
  56058. * Gets the world position input component
  56059. */
  56060. readonly worldPosition: NodeMaterialConnectionPoint;
  56061. /**
  56062. * Gets the world normal input component
  56063. */
  56064. readonly worldNormal: NodeMaterialConnectionPoint;
  56065. /**
  56066. * Gets the uv input component
  56067. */
  56068. readonly uv: NodeMaterialConnectionPoint;
  56069. /**
  56070. * Gets the normal map color input component
  56071. */
  56072. readonly normalMapColor: NodeMaterialConnectionPoint;
  56073. /**
  56074. * Gets the strength input component
  56075. */
  56076. readonly strength: NodeMaterialConnectionPoint;
  56077. /**
  56078. * Gets the output component
  56079. */
  56080. readonly output: NodeMaterialConnectionPoint;
  56081. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56082. autoConfigure(material: NodeMaterial): void;
  56083. protected _buildBlock(state: NodeMaterialBuildState): this;
  56084. }
  56085. }
  56086. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  56087. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  56088. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  56089. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  56090. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  56091. }
  56092. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  56093. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56094. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56095. import { Mesh } from "babylonjs/Meshes/mesh";
  56096. import { Effect } from "babylonjs/Materials/effect";
  56097. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56098. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56099. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56100. /**
  56101. * Block used to add support for scene fog
  56102. */
  56103. export class FogBlock extends NodeMaterialBlock {
  56104. private _fogDistanceName;
  56105. private _fogParameters;
  56106. /**
  56107. * Create a new FogBlock
  56108. * @param name defines the block name
  56109. */
  56110. constructor(name: string);
  56111. /**
  56112. * Gets the current class name
  56113. * @returns the class name
  56114. */
  56115. getClassName(): string;
  56116. /**
  56117. * Gets the world position input component
  56118. */
  56119. readonly worldPosition: NodeMaterialConnectionPoint;
  56120. /**
  56121. * Gets the view input component
  56122. */
  56123. readonly view: NodeMaterialConnectionPoint;
  56124. /**
  56125. * Gets the color input component
  56126. */
  56127. readonly input: NodeMaterialConnectionPoint;
  56128. /**
  56129. * Gets the fog color input component
  56130. */
  56131. readonly fogColor: NodeMaterialConnectionPoint;
  56132. /**
  56133. * Gets the output component
  56134. */
  56135. readonly output: NodeMaterialConnectionPoint;
  56136. autoConfigure(material: NodeMaterial): void;
  56137. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56138. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56139. protected _buildBlock(state: NodeMaterialBuildState): this;
  56140. }
  56141. }
  56142. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  56143. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56144. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56145. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56146. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56147. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56148. import { Effect } from "babylonjs/Materials/effect";
  56149. import { Mesh } from "babylonjs/Meshes/mesh";
  56150. import { Light } from "babylonjs/Lights/light";
  56151. import { Nullable } from "babylonjs/types";
  56152. import { Scene } from "babylonjs/scene";
  56153. /**
  56154. * Block used to add light in the fragment shader
  56155. */
  56156. export class LightBlock extends NodeMaterialBlock {
  56157. private _lightId;
  56158. /**
  56159. * Gets or sets the light associated with this block
  56160. */
  56161. light: Nullable<Light>;
  56162. /**
  56163. * Create a new LightBlock
  56164. * @param name defines the block name
  56165. */
  56166. constructor(name: string);
  56167. /**
  56168. * Gets the current class name
  56169. * @returns the class name
  56170. */
  56171. getClassName(): string;
  56172. /**
  56173. * Gets the world position input component
  56174. */
  56175. readonly worldPosition: NodeMaterialConnectionPoint;
  56176. /**
  56177. * Gets the world normal input component
  56178. */
  56179. readonly worldNormal: NodeMaterialConnectionPoint;
  56180. /**
  56181. * Gets the camera (or eye) position component
  56182. */
  56183. readonly cameraPosition: NodeMaterialConnectionPoint;
  56184. /**
  56185. * Gets the diffuse output component
  56186. */
  56187. readonly diffuseOutput: NodeMaterialConnectionPoint;
  56188. /**
  56189. * Gets the specular output component
  56190. */
  56191. readonly specularOutput: NodeMaterialConnectionPoint;
  56192. autoConfigure(material: NodeMaterial): void;
  56193. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56194. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56195. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56196. private _injectVertexCode;
  56197. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56198. serialize(): any;
  56199. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56200. }
  56201. }
  56202. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  56203. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  56204. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  56205. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56206. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56207. }
  56208. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  56209. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56210. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  56211. }
  56212. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  56213. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56214. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56215. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56216. /**
  56217. * Block used to multiply 2 values
  56218. */
  56219. export class MultiplyBlock extends NodeMaterialBlock {
  56220. /**
  56221. * Creates a new MultiplyBlock
  56222. * @param name defines the block name
  56223. */
  56224. constructor(name: string);
  56225. /**
  56226. * Gets the current class name
  56227. * @returns the class name
  56228. */
  56229. getClassName(): string;
  56230. /**
  56231. * Gets the left operand input component
  56232. */
  56233. readonly left: NodeMaterialConnectionPoint;
  56234. /**
  56235. * Gets the right operand input component
  56236. */
  56237. readonly right: NodeMaterialConnectionPoint;
  56238. /**
  56239. * Gets the output component
  56240. */
  56241. readonly output: NodeMaterialConnectionPoint;
  56242. protected _buildBlock(state: NodeMaterialBuildState): this;
  56243. }
  56244. }
  56245. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  56246. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56247. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56248. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56249. /**
  56250. * Block used to add 2 vectors
  56251. */
  56252. export class AddBlock extends NodeMaterialBlock {
  56253. /**
  56254. * Creates a new AddBlock
  56255. * @param name defines the block name
  56256. */
  56257. constructor(name: string);
  56258. /**
  56259. * Gets the current class name
  56260. * @returns the class name
  56261. */
  56262. getClassName(): string;
  56263. /**
  56264. * Gets the left operand input component
  56265. */
  56266. readonly left: NodeMaterialConnectionPoint;
  56267. /**
  56268. * Gets the right operand input component
  56269. */
  56270. readonly right: NodeMaterialConnectionPoint;
  56271. /**
  56272. * Gets the output component
  56273. */
  56274. readonly output: NodeMaterialConnectionPoint;
  56275. protected _buildBlock(state: NodeMaterialBuildState): this;
  56276. }
  56277. }
  56278. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  56279. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56280. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56281. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56282. /**
  56283. * Block used to scale a vector by a float
  56284. */
  56285. export class ScaleBlock extends NodeMaterialBlock {
  56286. /**
  56287. * Creates a new ScaleBlock
  56288. * @param name defines the block name
  56289. */
  56290. constructor(name: string);
  56291. /**
  56292. * Gets the current class name
  56293. * @returns the class name
  56294. */
  56295. getClassName(): string;
  56296. /**
  56297. * Gets the input component
  56298. */
  56299. readonly input: NodeMaterialConnectionPoint;
  56300. /**
  56301. * Gets the factor input component
  56302. */
  56303. readonly factor: NodeMaterialConnectionPoint;
  56304. /**
  56305. * Gets the output component
  56306. */
  56307. readonly output: NodeMaterialConnectionPoint;
  56308. protected _buildBlock(state: NodeMaterialBuildState): this;
  56309. }
  56310. }
  56311. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  56312. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56313. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56314. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56315. import { Scene } from "babylonjs/scene";
  56316. /**
  56317. * Block used to clamp a float
  56318. */
  56319. export class ClampBlock extends NodeMaterialBlock {
  56320. /** Gets or sets the minimum range */
  56321. minimum: number;
  56322. /** Gets or sets the maximum range */
  56323. maximum: number;
  56324. /**
  56325. * Creates a new ClampBlock
  56326. * @param name defines the block name
  56327. */
  56328. constructor(name: string);
  56329. /**
  56330. * Gets the current class name
  56331. * @returns the class name
  56332. */
  56333. getClassName(): string;
  56334. /**
  56335. * Gets the value input component
  56336. */
  56337. readonly value: NodeMaterialConnectionPoint;
  56338. /**
  56339. * Gets the output component
  56340. */
  56341. readonly output: NodeMaterialConnectionPoint;
  56342. protected _buildBlock(state: NodeMaterialBuildState): this;
  56343. protected _dumpPropertiesCode(): string;
  56344. serialize(): any;
  56345. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56346. }
  56347. }
  56348. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  56349. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56350. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56351. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56352. /**
  56353. * Block used to apply a cross product between 2 vectors
  56354. */
  56355. export class CrossBlock extends NodeMaterialBlock {
  56356. /**
  56357. * Creates a new CrossBlock
  56358. * @param name defines the block name
  56359. */
  56360. constructor(name: string);
  56361. /**
  56362. * Gets the current class name
  56363. * @returns the class name
  56364. */
  56365. getClassName(): string;
  56366. /**
  56367. * Gets the left operand input component
  56368. */
  56369. readonly left: NodeMaterialConnectionPoint;
  56370. /**
  56371. * Gets the right operand input component
  56372. */
  56373. readonly right: NodeMaterialConnectionPoint;
  56374. /**
  56375. * Gets the output component
  56376. */
  56377. readonly output: NodeMaterialConnectionPoint;
  56378. protected _buildBlock(state: NodeMaterialBuildState): this;
  56379. }
  56380. }
  56381. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  56382. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56383. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56384. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56385. /**
  56386. * Block used to apply a dot product between 2 vectors
  56387. */
  56388. export class DotBlock extends NodeMaterialBlock {
  56389. /**
  56390. * Creates a new DotBlock
  56391. * @param name defines the block name
  56392. */
  56393. constructor(name: string);
  56394. /**
  56395. * Gets the current class name
  56396. * @returns the class name
  56397. */
  56398. getClassName(): string;
  56399. /**
  56400. * Gets the left operand input component
  56401. */
  56402. readonly left: NodeMaterialConnectionPoint;
  56403. /**
  56404. * Gets the right operand input component
  56405. */
  56406. readonly right: NodeMaterialConnectionPoint;
  56407. /**
  56408. * Gets the output component
  56409. */
  56410. readonly output: NodeMaterialConnectionPoint;
  56411. protected _buildBlock(state: NodeMaterialBuildState): this;
  56412. }
  56413. }
  56414. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  56415. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56416. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56417. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56418. import { Vector2 } from "babylonjs/Maths/math.vector";
  56419. import { Scene } from "babylonjs/scene";
  56420. /**
  56421. * Block used to remap a float from a range to a new one
  56422. */
  56423. export class RemapBlock extends NodeMaterialBlock {
  56424. /**
  56425. * Gets or sets the source range
  56426. */
  56427. sourceRange: Vector2;
  56428. /**
  56429. * Gets or sets the target range
  56430. */
  56431. targetRange: Vector2;
  56432. /**
  56433. * Creates a new RemapBlock
  56434. * @param name defines the block name
  56435. */
  56436. constructor(name: string);
  56437. /**
  56438. * Gets the current class name
  56439. * @returns the class name
  56440. */
  56441. getClassName(): string;
  56442. /**
  56443. * Gets the input component
  56444. */
  56445. readonly input: NodeMaterialConnectionPoint;
  56446. /**
  56447. * Gets the output component
  56448. */
  56449. readonly output: NodeMaterialConnectionPoint;
  56450. protected _buildBlock(state: NodeMaterialBuildState): this;
  56451. protected _dumpPropertiesCode(): string;
  56452. serialize(): any;
  56453. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56454. }
  56455. }
  56456. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  56457. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56458. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56459. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56460. /**
  56461. * Block used to normalize a vector
  56462. */
  56463. export class NormalizeBlock extends NodeMaterialBlock {
  56464. /**
  56465. * Creates a new NormalizeBlock
  56466. * @param name defines the block name
  56467. */
  56468. constructor(name: string);
  56469. /**
  56470. * Gets the current class name
  56471. * @returns the class name
  56472. */
  56473. getClassName(): string;
  56474. /**
  56475. * Gets the input component
  56476. */
  56477. readonly input: NodeMaterialConnectionPoint;
  56478. /**
  56479. * Gets the output component
  56480. */
  56481. readonly output: NodeMaterialConnectionPoint;
  56482. protected _buildBlock(state: NodeMaterialBuildState): this;
  56483. }
  56484. }
  56485. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  56486. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56487. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56488. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56489. import { Scene } from "babylonjs/scene";
  56490. /**
  56491. * Operations supported by the Trigonometry block
  56492. */
  56493. export enum TrigonometryBlockOperations {
  56494. /** Cos */
  56495. Cos = 0,
  56496. /** Sin */
  56497. Sin = 1,
  56498. /** Abs */
  56499. Abs = 2,
  56500. /** Exp */
  56501. Exp = 3,
  56502. /** Exp2 */
  56503. Exp2 = 4,
  56504. /** Round */
  56505. Round = 5,
  56506. /** Floor */
  56507. Floor = 6,
  56508. /** Ceiling */
  56509. Ceiling = 7
  56510. }
  56511. /**
  56512. * Block used to apply trigonometry operation to floats
  56513. */
  56514. export class TrigonometryBlock extends NodeMaterialBlock {
  56515. /**
  56516. * Gets or sets the operation applied by the block
  56517. */
  56518. operation: TrigonometryBlockOperations;
  56519. /**
  56520. * Creates a new TrigonometryBlock
  56521. * @param name defines the block name
  56522. */
  56523. constructor(name: string);
  56524. /**
  56525. * Gets the current class name
  56526. * @returns the class name
  56527. */
  56528. getClassName(): string;
  56529. /**
  56530. * Gets the input component
  56531. */
  56532. readonly input: NodeMaterialConnectionPoint;
  56533. /**
  56534. * Gets the output component
  56535. */
  56536. readonly output: NodeMaterialConnectionPoint;
  56537. protected _buildBlock(state: NodeMaterialBuildState): this;
  56538. serialize(): any;
  56539. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56540. }
  56541. }
  56542. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  56543. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56544. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56545. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56546. /**
  56547. * Block used to create a Color3/4 out of individual inputs (one for each component)
  56548. */
  56549. export class ColorMergerBlock extends NodeMaterialBlock {
  56550. /**
  56551. * Create a new ColorMergerBlock
  56552. * @param name defines the block name
  56553. */
  56554. constructor(name: string);
  56555. /**
  56556. * Gets the current class name
  56557. * @returns the class name
  56558. */
  56559. getClassName(): string;
  56560. /**
  56561. * Gets the r component (input)
  56562. */
  56563. readonly r: NodeMaterialConnectionPoint;
  56564. /**
  56565. * Gets the g component (input)
  56566. */
  56567. readonly g: NodeMaterialConnectionPoint;
  56568. /**
  56569. * Gets the b component (input)
  56570. */
  56571. readonly b: NodeMaterialConnectionPoint;
  56572. /**
  56573. * Gets the a component (input)
  56574. */
  56575. readonly a: NodeMaterialConnectionPoint;
  56576. /**
  56577. * Gets the rgba component (output)
  56578. */
  56579. readonly rgba: NodeMaterialConnectionPoint;
  56580. /**
  56581. * Gets the rgb component (output)
  56582. */
  56583. readonly rgb: NodeMaterialConnectionPoint;
  56584. protected _buildBlock(state: NodeMaterialBuildState): this;
  56585. }
  56586. }
  56587. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  56588. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56589. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56590. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56591. /**
  56592. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  56593. */
  56594. export class VectorMergerBlock extends NodeMaterialBlock {
  56595. /**
  56596. * Create a new VectorMergerBlock
  56597. * @param name defines the block name
  56598. */
  56599. constructor(name: string);
  56600. /**
  56601. * Gets the current class name
  56602. * @returns the class name
  56603. */
  56604. getClassName(): string;
  56605. /**
  56606. * Gets the x component (input)
  56607. */
  56608. readonly x: NodeMaterialConnectionPoint;
  56609. /**
  56610. * Gets the y component (input)
  56611. */
  56612. readonly y: NodeMaterialConnectionPoint;
  56613. /**
  56614. * Gets the z component (input)
  56615. */
  56616. readonly z: NodeMaterialConnectionPoint;
  56617. /**
  56618. * Gets the w component (input)
  56619. */
  56620. readonly w: NodeMaterialConnectionPoint;
  56621. /**
  56622. * Gets the xyzw component (output)
  56623. */
  56624. readonly xyzw: NodeMaterialConnectionPoint;
  56625. /**
  56626. * Gets the xyz component (output)
  56627. */
  56628. readonly xyz: NodeMaterialConnectionPoint;
  56629. /**
  56630. * Gets the xy component (output)
  56631. */
  56632. readonly xy: NodeMaterialConnectionPoint;
  56633. protected _buildBlock(state: NodeMaterialBuildState): this;
  56634. }
  56635. }
  56636. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  56637. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56638. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56639. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56640. /**
  56641. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  56642. */
  56643. export class ColorSplitterBlock extends NodeMaterialBlock {
  56644. /**
  56645. * Create a new ColorSplitterBlock
  56646. * @param name defines the block name
  56647. */
  56648. constructor(name: string);
  56649. /**
  56650. * Gets the current class name
  56651. * @returns the class name
  56652. */
  56653. getClassName(): string;
  56654. /**
  56655. * Gets the rgba component (input)
  56656. */
  56657. readonly rgba: NodeMaterialConnectionPoint;
  56658. /**
  56659. * Gets the rgb component (input)
  56660. */
  56661. readonly rgbIn: NodeMaterialConnectionPoint;
  56662. /**
  56663. * Gets the rgb component (output)
  56664. */
  56665. readonly rgbOut: NodeMaterialConnectionPoint;
  56666. /**
  56667. * Gets the r component (output)
  56668. */
  56669. readonly r: NodeMaterialConnectionPoint;
  56670. /**
  56671. * Gets the g component (output)
  56672. */
  56673. readonly g: NodeMaterialConnectionPoint;
  56674. /**
  56675. * Gets the b component (output)
  56676. */
  56677. readonly b: NodeMaterialConnectionPoint;
  56678. /**
  56679. * Gets the a component (output)
  56680. */
  56681. readonly a: NodeMaterialConnectionPoint;
  56682. protected _inputRename(name: string): string;
  56683. protected _outputRename(name: string): string;
  56684. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56685. }
  56686. }
  56687. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  56688. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56689. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56690. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56691. /**
  56692. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  56693. */
  56694. export class VectorSplitterBlock extends NodeMaterialBlock {
  56695. /**
  56696. * Create a new VectorSplitterBlock
  56697. * @param name defines the block name
  56698. */
  56699. constructor(name: string);
  56700. /**
  56701. * Gets the current class name
  56702. * @returns the class name
  56703. */
  56704. getClassName(): string;
  56705. /**
  56706. * Gets the xyzw component (input)
  56707. */
  56708. readonly xyzw: NodeMaterialConnectionPoint;
  56709. /**
  56710. * Gets the xyz component (input)
  56711. */
  56712. readonly xyzIn: NodeMaterialConnectionPoint;
  56713. /**
  56714. * Gets the xy component (input)
  56715. */
  56716. readonly xyIn: NodeMaterialConnectionPoint;
  56717. /**
  56718. * Gets the xyz component (output)
  56719. */
  56720. readonly xyzOut: NodeMaterialConnectionPoint;
  56721. /**
  56722. * Gets the xy component (output)
  56723. */
  56724. readonly xyOut: NodeMaterialConnectionPoint;
  56725. /**
  56726. * Gets the x component (output)
  56727. */
  56728. readonly x: NodeMaterialConnectionPoint;
  56729. /**
  56730. * Gets the y component (output)
  56731. */
  56732. readonly y: NodeMaterialConnectionPoint;
  56733. /**
  56734. * Gets the z component (output)
  56735. */
  56736. readonly z: NodeMaterialConnectionPoint;
  56737. /**
  56738. * Gets the w component (output)
  56739. */
  56740. readonly w: NodeMaterialConnectionPoint;
  56741. protected _inputRename(name: string): string;
  56742. protected _outputRename(name: string): string;
  56743. protected _buildBlock(state: NodeMaterialBuildState): this;
  56744. }
  56745. }
  56746. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  56747. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56748. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56749. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56750. /**
  56751. * Block used to lerp 2 values
  56752. */
  56753. export class LerpBlock extends NodeMaterialBlock {
  56754. /**
  56755. * Creates a new LerpBlock
  56756. * @param name defines the block name
  56757. */
  56758. constructor(name: string);
  56759. /**
  56760. * Gets the current class name
  56761. * @returns the class name
  56762. */
  56763. getClassName(): string;
  56764. /**
  56765. * Gets the left operand input component
  56766. */
  56767. readonly left: NodeMaterialConnectionPoint;
  56768. /**
  56769. * Gets the right operand input component
  56770. */
  56771. readonly right: NodeMaterialConnectionPoint;
  56772. /**
  56773. * Gets the gradient operand input component
  56774. */
  56775. readonly gradient: NodeMaterialConnectionPoint;
  56776. /**
  56777. * Gets the output component
  56778. */
  56779. readonly output: NodeMaterialConnectionPoint;
  56780. protected _buildBlock(state: NodeMaterialBuildState): this;
  56781. }
  56782. }
  56783. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  56784. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56785. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56786. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56787. /**
  56788. * Block used to divide 2 vectors
  56789. */
  56790. export class DivideBlock extends NodeMaterialBlock {
  56791. /**
  56792. * Creates a new DivideBlock
  56793. * @param name defines the block name
  56794. */
  56795. constructor(name: string);
  56796. /**
  56797. * Gets the current class name
  56798. * @returns the class name
  56799. */
  56800. getClassName(): string;
  56801. /**
  56802. * Gets the left operand input component
  56803. */
  56804. readonly left: NodeMaterialConnectionPoint;
  56805. /**
  56806. * Gets the right operand input component
  56807. */
  56808. readonly right: NodeMaterialConnectionPoint;
  56809. /**
  56810. * Gets the output component
  56811. */
  56812. readonly output: NodeMaterialConnectionPoint;
  56813. protected _buildBlock(state: NodeMaterialBuildState): this;
  56814. }
  56815. }
  56816. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  56817. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56818. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56819. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56820. /**
  56821. * Block used to subtract 2 vectors
  56822. */
  56823. export class SubtractBlock extends NodeMaterialBlock {
  56824. /**
  56825. * Creates a new SubtractBlock
  56826. * @param name defines the block name
  56827. */
  56828. constructor(name: string);
  56829. /**
  56830. * Gets the current class name
  56831. * @returns the class name
  56832. */
  56833. getClassName(): string;
  56834. /**
  56835. * Gets the left operand input component
  56836. */
  56837. readonly left: NodeMaterialConnectionPoint;
  56838. /**
  56839. * Gets the right operand input component
  56840. */
  56841. readonly right: NodeMaterialConnectionPoint;
  56842. /**
  56843. * Gets the output component
  56844. */
  56845. readonly output: NodeMaterialConnectionPoint;
  56846. protected _buildBlock(state: NodeMaterialBuildState): this;
  56847. }
  56848. }
  56849. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  56850. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56851. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56852. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56853. /**
  56854. * Block used to step a value
  56855. */
  56856. export class StepBlock extends NodeMaterialBlock {
  56857. /**
  56858. * Creates a new AddBlock
  56859. * @param name defines the block name
  56860. */
  56861. constructor(name: string);
  56862. /**
  56863. * Gets the current class name
  56864. * @returns the class name
  56865. */
  56866. getClassName(): string;
  56867. /**
  56868. * Gets the value operand input component
  56869. */
  56870. readonly value: NodeMaterialConnectionPoint;
  56871. /**
  56872. * Gets the edge operand input component
  56873. */
  56874. readonly edge: NodeMaterialConnectionPoint;
  56875. /**
  56876. * Gets the output component
  56877. */
  56878. readonly output: NodeMaterialConnectionPoint;
  56879. protected _buildBlock(state: NodeMaterialBuildState): this;
  56880. }
  56881. }
  56882. declare module "babylonjs/Materials/Node/Blocks/oppositeBlock" {
  56883. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56884. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56885. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56886. /**
  56887. * Block used to get the opposite of a value
  56888. */
  56889. export class OppositeBlock extends NodeMaterialBlock {
  56890. /**
  56891. * Creates a new OppositeBlock
  56892. * @param name defines the block name
  56893. */
  56894. constructor(name: string);
  56895. /**
  56896. * Gets the current class name
  56897. * @returns the class name
  56898. */
  56899. getClassName(): string;
  56900. /**
  56901. * Gets the input component
  56902. */
  56903. readonly input: NodeMaterialConnectionPoint;
  56904. /**
  56905. * Gets the output component
  56906. */
  56907. readonly output: NodeMaterialConnectionPoint;
  56908. protected _buildBlock(state: NodeMaterialBuildState): this;
  56909. }
  56910. }
  56911. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  56912. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56913. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56914. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56915. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  56916. /**
  56917. * Block used to get the view direction
  56918. */
  56919. export class ViewDirectionBlock extends NodeMaterialBlock {
  56920. /**
  56921. * Creates a new ViewDirectionBlock
  56922. * @param name defines the block name
  56923. */
  56924. constructor(name: string);
  56925. /**
  56926. * Gets the current class name
  56927. * @returns the class name
  56928. */
  56929. getClassName(): string;
  56930. /**
  56931. * Gets the world position component
  56932. */
  56933. readonly worldPosition: NodeMaterialConnectionPoint;
  56934. /**
  56935. * Gets the camera position component
  56936. */
  56937. readonly cameraPosition: NodeMaterialConnectionPoint;
  56938. /**
  56939. * Gets the output component
  56940. */
  56941. readonly output: NodeMaterialConnectionPoint;
  56942. autoConfigure(material: NodeMaterial): void;
  56943. protected _buildBlock(state: NodeMaterialBuildState): this;
  56944. }
  56945. }
  56946. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  56947. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56948. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56949. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56950. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  56951. /**
  56952. * Block used to compute fresnel value
  56953. */
  56954. export class FresnelBlock extends NodeMaterialBlock {
  56955. /**
  56956. * Create a new FresnelBlock
  56957. * @param name defines the block name
  56958. */
  56959. constructor(name: string);
  56960. /**
  56961. * Gets the current class name
  56962. * @returns the class name
  56963. */
  56964. getClassName(): string;
  56965. /**
  56966. * Gets the world normal input component
  56967. */
  56968. readonly worldNormal: NodeMaterialConnectionPoint;
  56969. /**
  56970. * Gets the view direction input component
  56971. */
  56972. readonly viewDirection: NodeMaterialConnectionPoint;
  56973. /**
  56974. * Gets the bias input component
  56975. */
  56976. readonly bias: NodeMaterialConnectionPoint;
  56977. /**
  56978. * Gets the camera (or eye) position component
  56979. */
  56980. readonly power: NodeMaterialConnectionPoint;
  56981. /**
  56982. * Gets the fresnel output component
  56983. */
  56984. readonly fresnel: NodeMaterialConnectionPoint;
  56985. autoConfigure(material: NodeMaterial): void;
  56986. protected _buildBlock(state: NodeMaterialBuildState): this;
  56987. }
  56988. }
  56989. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  56990. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56991. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56992. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56993. /**
  56994. * Block used to get the max of 2 values
  56995. */
  56996. export class MaxBlock extends NodeMaterialBlock {
  56997. /**
  56998. * Creates a new MaxBlock
  56999. * @param name defines the block name
  57000. */
  57001. constructor(name: string);
  57002. /**
  57003. * Gets the current class name
  57004. * @returns the class name
  57005. */
  57006. getClassName(): string;
  57007. /**
  57008. * Gets the left operand input component
  57009. */
  57010. readonly left: NodeMaterialConnectionPoint;
  57011. /**
  57012. * Gets the right operand input component
  57013. */
  57014. readonly right: NodeMaterialConnectionPoint;
  57015. /**
  57016. * Gets the output component
  57017. */
  57018. readonly output: NodeMaterialConnectionPoint;
  57019. protected _buildBlock(state: NodeMaterialBuildState): this;
  57020. }
  57021. }
  57022. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  57023. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57024. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57025. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57026. /**
  57027. * Block used to get the min of 2 values
  57028. */
  57029. export class MinBlock extends NodeMaterialBlock {
  57030. /**
  57031. * Creates a new MinBlock
  57032. * @param name defines the block name
  57033. */
  57034. constructor(name: string);
  57035. /**
  57036. * Gets the current class name
  57037. * @returns the class name
  57038. */
  57039. getClassName(): string;
  57040. /**
  57041. * Gets the left operand input component
  57042. */
  57043. readonly left: NodeMaterialConnectionPoint;
  57044. /**
  57045. * Gets the right operand input component
  57046. */
  57047. readonly right: NodeMaterialConnectionPoint;
  57048. /**
  57049. * Gets the output component
  57050. */
  57051. readonly output: NodeMaterialConnectionPoint;
  57052. protected _buildBlock(state: NodeMaterialBuildState): this;
  57053. }
  57054. }
  57055. declare module "babylonjs/Materials/Node/Blocks/index" {
  57056. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  57057. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  57058. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  57059. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  57060. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  57061. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  57062. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  57063. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  57064. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  57065. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  57066. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  57067. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  57068. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  57069. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  57070. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  57071. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  57072. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  57073. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  57074. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  57075. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  57076. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  57077. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  57078. export * from "babylonjs/Materials/Node/Blocks/oppositeBlock";
  57079. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  57080. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  57081. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  57082. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  57083. }
  57084. declare module "babylonjs/Materials/Node/Optimizers/index" {
  57085. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  57086. }
  57087. declare module "babylonjs/Materials/Node/index" {
  57088. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  57089. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  57090. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57091. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  57092. export * from "babylonjs/Materials/Node/nodeMaterial";
  57093. export * from "babylonjs/Materials/Node/nodeMaterialSystemValues";
  57094. export * from "babylonjs/Materials/Node/Blocks/index";
  57095. export * from "babylonjs/Materials/Node/Optimizers/index";
  57096. }
  57097. declare module "babylonjs/Materials/effectRenderer" {
  57098. import { Nullable } from "babylonjs/types";
  57099. import { Texture } from "babylonjs/Materials/Textures/texture";
  57100. import { Engine } from "babylonjs/Engines/engine";
  57101. import { Viewport } from "babylonjs/Maths/math.viewport";
  57102. import { Observable } from "babylonjs/Misc/observable";
  57103. import { Effect } from "babylonjs/Materials/effect";
  57104. import "babylonjs/Shaders/postprocess.vertex";
  57105. /**
  57106. * Effect Render Options
  57107. */
  57108. export interface IEffectRendererOptions {
  57109. /**
  57110. * Defines the vertices positions.
  57111. */
  57112. positions?: number[];
  57113. /**
  57114. * Defines the indices.
  57115. */
  57116. indices?: number[];
  57117. }
  57118. /**
  57119. * Helper class to render one or more effects
  57120. */
  57121. export class EffectRenderer {
  57122. private engine;
  57123. private static _DefaultOptions;
  57124. private _vertexBuffers;
  57125. private _indexBuffer;
  57126. private _ringBufferIndex;
  57127. private _ringScreenBuffer;
  57128. private _fullscreenViewport;
  57129. private _getNextFrameBuffer;
  57130. /**
  57131. * Creates an effect renderer
  57132. * @param engine the engine to use for rendering
  57133. * @param options defines the options of the effect renderer
  57134. */
  57135. constructor(engine: Engine, options?: IEffectRendererOptions);
  57136. /**
  57137. * Sets the current viewport in normalized coordinates 0-1
  57138. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  57139. */
  57140. setViewport(viewport?: Viewport): void;
  57141. /**
  57142. * Binds the embedded attributes buffer to the effect.
  57143. * @param effect Defines the effect to bind the attributes for
  57144. */
  57145. bindBuffers(effect: Effect): void;
  57146. /**
  57147. * Sets the current effect wrapper to use during draw.
  57148. * The effect needs to be ready before calling this api.
  57149. * This also sets the default full screen position attribute.
  57150. * @param effectWrapper Defines the effect to draw with
  57151. */
  57152. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  57153. /**
  57154. * Draws a full screen quad.
  57155. */
  57156. draw(): void;
  57157. /**
  57158. * renders one or more effects to a specified texture
  57159. * @param effectWrappers list of effects to renderer
  57160. * @param outputTexture texture to draw to, if null it will render to the screen
  57161. */
  57162. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  57163. /**
  57164. * Disposes of the effect renderer
  57165. */
  57166. dispose(): void;
  57167. }
  57168. /**
  57169. * Options to create an EffectWrapper
  57170. */
  57171. interface EffectWrapperCreationOptions {
  57172. /**
  57173. * Engine to use to create the effect
  57174. */
  57175. engine: Engine;
  57176. /**
  57177. * Fragment shader for the effect
  57178. */
  57179. fragmentShader: string;
  57180. /**
  57181. * Vertex shader for the effect
  57182. */
  57183. vertexShader?: string;
  57184. /**
  57185. * Attributes to use in the shader
  57186. */
  57187. attributeNames?: Array<string>;
  57188. /**
  57189. * Uniforms to use in the shader
  57190. */
  57191. uniformNames?: Array<string>;
  57192. /**
  57193. * Texture sampler names to use in the shader
  57194. */
  57195. samplerNames?: Array<string>;
  57196. /**
  57197. * The friendly name of the effect displayed in Spector.
  57198. */
  57199. name?: string;
  57200. }
  57201. /**
  57202. * Wraps an effect to be used for rendering
  57203. */
  57204. export class EffectWrapper {
  57205. /**
  57206. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  57207. */
  57208. onApplyObservable: Observable<{}>;
  57209. /**
  57210. * The underlying effect
  57211. */
  57212. effect: Effect;
  57213. /**
  57214. * Creates an effect to be renderer
  57215. * @param creationOptions options to create the effect
  57216. */
  57217. constructor(creationOptions: EffectWrapperCreationOptions);
  57218. /**
  57219. * Disposes of the effect wrapper
  57220. */
  57221. dispose(): void;
  57222. }
  57223. }
  57224. declare module "babylonjs/Materials/index" {
  57225. export * from "babylonjs/Materials/Background/index";
  57226. export * from "babylonjs/Materials/colorCurves";
  57227. export * from "babylonjs/Materials/effect";
  57228. export * from "babylonjs/Materials/fresnelParameters";
  57229. export * from "babylonjs/Materials/imageProcessingConfiguration";
  57230. export * from "babylonjs/Materials/material";
  57231. export * from "babylonjs/Materials/materialDefines";
  57232. export * from "babylonjs/Materials/materialHelper";
  57233. export * from "babylonjs/Materials/multiMaterial";
  57234. export * from "babylonjs/Materials/PBR/index";
  57235. export * from "babylonjs/Materials/pushMaterial";
  57236. export * from "babylonjs/Materials/shaderMaterial";
  57237. export * from "babylonjs/Materials/standardMaterial";
  57238. export * from "babylonjs/Materials/Textures/index";
  57239. export * from "babylonjs/Materials/uniformBuffer";
  57240. export * from "babylonjs/Materials/materialFlags";
  57241. export * from "babylonjs/Materials/Node/index";
  57242. export * from "babylonjs/Materials/effectRenderer";
  57243. }
  57244. declare module "babylonjs/Maths/index" {
  57245. export * from "babylonjs/Maths/math.scalar";
  57246. export * from "babylonjs/Maths/math";
  57247. export * from "babylonjs/Maths/sphericalPolynomial";
  57248. }
  57249. declare module "babylonjs/Misc/workerPool" {
  57250. import { IDisposable } from "babylonjs/scene";
  57251. /**
  57252. * Helper class to push actions to a pool of workers.
  57253. */
  57254. export class WorkerPool implements IDisposable {
  57255. private _workerInfos;
  57256. private _pendingActions;
  57257. /**
  57258. * Constructor
  57259. * @param workers Array of workers to use for actions
  57260. */
  57261. constructor(workers: Array<Worker>);
  57262. /**
  57263. * Terminates all workers and clears any pending actions.
  57264. */
  57265. dispose(): void;
  57266. /**
  57267. * Pushes an action to the worker pool. If all the workers are active, the action will be
  57268. * pended until a worker has completed its action.
  57269. * @param action The action to perform. Call onComplete when the action is complete.
  57270. */
  57271. push(action: (worker: Worker, onComplete: () => void) => void): void;
  57272. private _execute;
  57273. }
  57274. }
  57275. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  57276. import { IDisposable } from "babylonjs/scene";
  57277. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  57278. /**
  57279. * Configuration for Draco compression
  57280. */
  57281. export interface IDracoCompressionConfiguration {
  57282. /**
  57283. * Configuration for the decoder.
  57284. */
  57285. decoder: {
  57286. /**
  57287. * The url to the WebAssembly module.
  57288. */
  57289. wasmUrl?: string;
  57290. /**
  57291. * The url to the WebAssembly binary.
  57292. */
  57293. wasmBinaryUrl?: string;
  57294. /**
  57295. * The url to the fallback JavaScript module.
  57296. */
  57297. fallbackUrl?: string;
  57298. };
  57299. }
  57300. /**
  57301. * Draco compression (https://google.github.io/draco/)
  57302. *
  57303. * This class wraps the Draco module.
  57304. *
  57305. * **Encoder**
  57306. *
  57307. * The encoder is not currently implemented.
  57308. *
  57309. * **Decoder**
  57310. *
  57311. * 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.
  57312. *
  57313. * To update the configuration, use the following code:
  57314. * ```javascript
  57315. * DracoCompression.Configuration = {
  57316. * decoder: {
  57317. * wasmUrl: "<url to the WebAssembly library>",
  57318. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  57319. * fallbackUrl: "<url to the fallback JavaScript library>",
  57320. * }
  57321. * };
  57322. * ```
  57323. *
  57324. * 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.
  57325. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  57326. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  57327. *
  57328. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  57329. * ```javascript
  57330. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  57331. * ```
  57332. *
  57333. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  57334. */
  57335. export class DracoCompression implements IDisposable {
  57336. private _workerPoolPromise?;
  57337. private _decoderModulePromise?;
  57338. /**
  57339. * The configuration. Defaults to the following urls:
  57340. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  57341. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  57342. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  57343. */
  57344. static Configuration: IDracoCompressionConfiguration;
  57345. /**
  57346. * Returns true if the decoder configuration is available.
  57347. */
  57348. static readonly DecoderAvailable: boolean;
  57349. /**
  57350. * Default number of workers to create when creating the draco compression object.
  57351. */
  57352. static DefaultNumWorkers: number;
  57353. private static GetDefaultNumWorkers;
  57354. private static _Default;
  57355. /**
  57356. * Default instance for the draco compression object.
  57357. */
  57358. static readonly Default: DracoCompression;
  57359. /**
  57360. * Constructor
  57361. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  57362. */
  57363. constructor(numWorkers?: number);
  57364. /**
  57365. * Stop all async operations and release resources.
  57366. */
  57367. dispose(): void;
  57368. /**
  57369. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  57370. * @returns a promise that resolves when ready
  57371. */
  57372. whenReadyAsync(): Promise<void>;
  57373. /**
  57374. * Decode Draco compressed mesh data to vertex data.
  57375. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  57376. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  57377. * @returns A promise that resolves with the decoded vertex data
  57378. */
  57379. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  57380. [kind: string]: number;
  57381. }): Promise<VertexData>;
  57382. }
  57383. }
  57384. declare module "babylonjs/Meshes/Compression/index" {
  57385. export * from "babylonjs/Meshes/Compression/dracoCompression";
  57386. }
  57387. declare module "babylonjs/Meshes/csg" {
  57388. import { Nullable } from "babylonjs/types";
  57389. import { Scene } from "babylonjs/scene";
  57390. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  57391. import { Mesh } from "babylonjs/Meshes/mesh";
  57392. import { Material } from "babylonjs/Materials/material";
  57393. /**
  57394. * Class for building Constructive Solid Geometry
  57395. */
  57396. export class CSG {
  57397. private polygons;
  57398. /**
  57399. * The world matrix
  57400. */
  57401. matrix: Matrix;
  57402. /**
  57403. * Stores the position
  57404. */
  57405. position: Vector3;
  57406. /**
  57407. * Stores the rotation
  57408. */
  57409. rotation: Vector3;
  57410. /**
  57411. * Stores the rotation quaternion
  57412. */
  57413. rotationQuaternion: Nullable<Quaternion>;
  57414. /**
  57415. * Stores the scaling vector
  57416. */
  57417. scaling: Vector3;
  57418. /**
  57419. * Convert the Mesh to CSG
  57420. * @param mesh The Mesh to convert to CSG
  57421. * @returns A new CSG from the Mesh
  57422. */
  57423. static FromMesh(mesh: Mesh): CSG;
  57424. /**
  57425. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  57426. * @param polygons Polygons used to construct a CSG solid
  57427. */
  57428. private static FromPolygons;
  57429. /**
  57430. * Clones, or makes a deep copy, of the CSG
  57431. * @returns A new CSG
  57432. */
  57433. clone(): CSG;
  57434. /**
  57435. * Unions this CSG with another CSG
  57436. * @param csg The CSG to union against this CSG
  57437. * @returns The unioned CSG
  57438. */
  57439. union(csg: CSG): CSG;
  57440. /**
  57441. * Unions this CSG with another CSG in place
  57442. * @param csg The CSG to union against this CSG
  57443. */
  57444. unionInPlace(csg: CSG): void;
  57445. /**
  57446. * Subtracts this CSG with another CSG
  57447. * @param csg The CSG to subtract against this CSG
  57448. * @returns A new CSG
  57449. */
  57450. subtract(csg: CSG): CSG;
  57451. /**
  57452. * Subtracts this CSG with another CSG in place
  57453. * @param csg The CSG to subtact against this CSG
  57454. */
  57455. subtractInPlace(csg: CSG): void;
  57456. /**
  57457. * Intersect this CSG with another CSG
  57458. * @param csg The CSG to intersect against this CSG
  57459. * @returns A new CSG
  57460. */
  57461. intersect(csg: CSG): CSG;
  57462. /**
  57463. * Intersects this CSG with another CSG in place
  57464. * @param csg The CSG to intersect against this CSG
  57465. */
  57466. intersectInPlace(csg: CSG): void;
  57467. /**
  57468. * Return a new CSG solid with solid and empty space switched. This solid is
  57469. * not modified.
  57470. * @returns A new CSG solid with solid and empty space switched
  57471. */
  57472. inverse(): CSG;
  57473. /**
  57474. * Inverses the CSG in place
  57475. */
  57476. inverseInPlace(): void;
  57477. /**
  57478. * This is used to keep meshes transformations so they can be restored
  57479. * when we build back a Babylon Mesh
  57480. * NB : All CSG operations are performed in world coordinates
  57481. * @param csg The CSG to copy the transform attributes from
  57482. * @returns This CSG
  57483. */
  57484. copyTransformAttributes(csg: CSG): CSG;
  57485. /**
  57486. * Build Raw mesh from CSG
  57487. * Coordinates here are in world space
  57488. * @param name The name of the mesh geometry
  57489. * @param scene The Scene
  57490. * @param keepSubMeshes Specifies if the submeshes should be kept
  57491. * @returns A new Mesh
  57492. */
  57493. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  57494. /**
  57495. * Build Mesh from CSG taking material and transforms into account
  57496. * @param name The name of the Mesh
  57497. * @param material The material of the Mesh
  57498. * @param scene The Scene
  57499. * @param keepSubMeshes Specifies if submeshes should be kept
  57500. * @returns The new Mesh
  57501. */
  57502. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  57503. }
  57504. }
  57505. declare module "babylonjs/Meshes/trailMesh" {
  57506. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57507. import { Mesh } from "babylonjs/Meshes/mesh";
  57508. import { Scene } from "babylonjs/scene";
  57509. /**
  57510. * Class used to create a trail following a mesh
  57511. */
  57512. export class TrailMesh extends Mesh {
  57513. private _generator;
  57514. private _autoStart;
  57515. private _running;
  57516. private _diameter;
  57517. private _length;
  57518. private _sectionPolygonPointsCount;
  57519. private _sectionVectors;
  57520. private _sectionNormalVectors;
  57521. private _beforeRenderObserver;
  57522. /**
  57523. * @constructor
  57524. * @param name The value used by scene.getMeshByName() to do a lookup.
  57525. * @param generator The mesh to generate a trail.
  57526. * @param scene The scene to add this mesh to.
  57527. * @param diameter Diameter of trailing mesh. Default is 1.
  57528. * @param length Length of trailing mesh. Default is 60.
  57529. * @param autoStart Automatically start trailing mesh. Default true.
  57530. */
  57531. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  57532. /**
  57533. * "TrailMesh"
  57534. * @returns "TrailMesh"
  57535. */
  57536. getClassName(): string;
  57537. private _createMesh;
  57538. /**
  57539. * Start trailing mesh.
  57540. */
  57541. start(): void;
  57542. /**
  57543. * Stop trailing mesh.
  57544. */
  57545. stop(): void;
  57546. /**
  57547. * Update trailing mesh geometry.
  57548. */
  57549. update(): void;
  57550. /**
  57551. * Returns a new TrailMesh object.
  57552. * @param name is a string, the name given to the new mesh
  57553. * @param newGenerator use new generator object for cloned trail mesh
  57554. * @returns a new mesh
  57555. */
  57556. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  57557. /**
  57558. * Serializes this trail mesh
  57559. * @param serializationObject object to write serialization to
  57560. */
  57561. serialize(serializationObject: any): void;
  57562. /**
  57563. * Parses a serialized trail mesh
  57564. * @param parsedMesh the serialized mesh
  57565. * @param scene the scene to create the trail mesh in
  57566. * @returns the created trail mesh
  57567. */
  57568. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  57569. }
  57570. }
  57571. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  57572. import { Nullable } from "babylonjs/types";
  57573. import { Scene } from "babylonjs/scene";
  57574. import { Vector4 } from "babylonjs/Maths/math.vector";
  57575. import { Color4 } from "babylonjs/Maths/math.color";
  57576. import { Mesh } from "babylonjs/Meshes/mesh";
  57577. /**
  57578. * Class containing static functions to help procedurally build meshes
  57579. */
  57580. export class TiledBoxBuilder {
  57581. /**
  57582. * Creates a box mesh
  57583. * 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)
  57584. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57585. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57586. * * 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
  57587. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57588. * @param name defines the name of the mesh
  57589. * @param options defines the options used to create the mesh
  57590. * @param scene defines the hosting scene
  57591. * @returns the box mesh
  57592. */
  57593. static CreateTiledBox(name: string, options: {
  57594. pattern?: number;
  57595. width?: number;
  57596. height?: number;
  57597. depth?: number;
  57598. tileSize?: number;
  57599. tileWidth?: number;
  57600. tileHeight?: number;
  57601. alignHorizontal?: number;
  57602. alignVertical?: number;
  57603. faceUV?: Vector4[];
  57604. faceColors?: Color4[];
  57605. sideOrientation?: number;
  57606. updatable?: boolean;
  57607. }, scene?: Nullable<Scene>): Mesh;
  57608. }
  57609. }
  57610. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  57611. import { Vector4 } from "babylonjs/Maths/math.vector";
  57612. import { Mesh } from "babylonjs/Meshes/mesh";
  57613. /**
  57614. * Class containing static functions to help procedurally build meshes
  57615. */
  57616. export class TorusKnotBuilder {
  57617. /**
  57618. * Creates a torus knot mesh
  57619. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  57620. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  57621. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  57622. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  57623. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57624. * * 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
  57625. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57626. * @param name defines the name of the mesh
  57627. * @param options defines the options used to create the mesh
  57628. * @param scene defines the hosting scene
  57629. * @returns the torus knot mesh
  57630. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  57631. */
  57632. static CreateTorusKnot(name: string, options: {
  57633. radius?: number;
  57634. tube?: number;
  57635. radialSegments?: number;
  57636. tubularSegments?: number;
  57637. p?: number;
  57638. q?: number;
  57639. updatable?: boolean;
  57640. sideOrientation?: number;
  57641. frontUVs?: Vector4;
  57642. backUVs?: Vector4;
  57643. }, scene: any): Mesh;
  57644. }
  57645. }
  57646. declare module "babylonjs/Meshes/polygonMesh" {
  57647. import { Scene } from "babylonjs/scene";
  57648. import { Vector2 } from "babylonjs/Maths/math.vector";
  57649. import { Mesh } from "babylonjs/Meshes/mesh";
  57650. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  57651. import { Path2 } from "babylonjs/Maths/math.path";
  57652. /**
  57653. * Polygon
  57654. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  57655. */
  57656. export class Polygon {
  57657. /**
  57658. * Creates a rectangle
  57659. * @param xmin bottom X coord
  57660. * @param ymin bottom Y coord
  57661. * @param xmax top X coord
  57662. * @param ymax top Y coord
  57663. * @returns points that make the resulting rectation
  57664. */
  57665. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  57666. /**
  57667. * Creates a circle
  57668. * @param radius radius of circle
  57669. * @param cx scale in x
  57670. * @param cy scale in y
  57671. * @param numberOfSides number of sides that make up the circle
  57672. * @returns points that make the resulting circle
  57673. */
  57674. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  57675. /**
  57676. * Creates a polygon from input string
  57677. * @param input Input polygon data
  57678. * @returns the parsed points
  57679. */
  57680. static Parse(input: string): Vector2[];
  57681. /**
  57682. * Starts building a polygon from x and y coordinates
  57683. * @param x x coordinate
  57684. * @param y y coordinate
  57685. * @returns the started path2
  57686. */
  57687. static StartingAt(x: number, y: number): Path2;
  57688. }
  57689. /**
  57690. * Builds a polygon
  57691. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  57692. */
  57693. export class PolygonMeshBuilder {
  57694. private _points;
  57695. private _outlinepoints;
  57696. private _holes;
  57697. private _name;
  57698. private _scene;
  57699. private _epoints;
  57700. private _eholes;
  57701. private _addToepoint;
  57702. /**
  57703. * Babylon reference to the earcut plugin.
  57704. */
  57705. bjsEarcut: any;
  57706. /**
  57707. * Creates a PolygonMeshBuilder
  57708. * @param name name of the builder
  57709. * @param contours Path of the polygon
  57710. * @param scene scene to add to when creating the mesh
  57711. * @param earcutInjection can be used to inject your own earcut reference
  57712. */
  57713. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  57714. /**
  57715. * Adds a whole within the polygon
  57716. * @param hole Array of points defining the hole
  57717. * @returns this
  57718. */
  57719. addHole(hole: Vector2[]): PolygonMeshBuilder;
  57720. /**
  57721. * Creates the polygon
  57722. * @param updatable If the mesh should be updatable
  57723. * @param depth The depth of the mesh created
  57724. * @returns the created mesh
  57725. */
  57726. build(updatable?: boolean, depth?: number): Mesh;
  57727. /**
  57728. * Creates the polygon
  57729. * @param depth The depth of the mesh created
  57730. * @returns the created VertexData
  57731. */
  57732. buildVertexData(depth?: number): VertexData;
  57733. /**
  57734. * Adds a side to the polygon
  57735. * @param positions points that make the polygon
  57736. * @param normals normals of the polygon
  57737. * @param uvs uvs of the polygon
  57738. * @param indices indices of the polygon
  57739. * @param bounds bounds of the polygon
  57740. * @param points points of the polygon
  57741. * @param depth depth of the polygon
  57742. * @param flip flip of the polygon
  57743. */
  57744. private addSide;
  57745. }
  57746. }
  57747. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  57748. import { Scene } from "babylonjs/scene";
  57749. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57750. import { Color4 } from "babylonjs/Maths/math.color";
  57751. import { Mesh } from "babylonjs/Meshes/mesh";
  57752. import { Nullable } from "babylonjs/types";
  57753. /**
  57754. * Class containing static functions to help procedurally build meshes
  57755. */
  57756. export class PolygonBuilder {
  57757. /**
  57758. * Creates a polygon mesh
  57759. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57760. * * 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
  57761. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57762. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57763. * * 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)
  57764. * * Remember you can only change the shape positions, not their number when updating a polygon
  57765. * @param name defines the name of the mesh
  57766. * @param options defines the options used to create the mesh
  57767. * @param scene defines the hosting scene
  57768. * @param earcutInjection can be used to inject your own earcut reference
  57769. * @returns the polygon mesh
  57770. */
  57771. static CreatePolygon(name: string, options: {
  57772. shape: Vector3[];
  57773. holes?: Vector3[][];
  57774. depth?: number;
  57775. faceUV?: Vector4[];
  57776. faceColors?: Color4[];
  57777. updatable?: boolean;
  57778. sideOrientation?: number;
  57779. frontUVs?: Vector4;
  57780. backUVs?: Vector4;
  57781. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57782. /**
  57783. * Creates an extruded polygon mesh, with depth in the Y direction.
  57784. * * 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)
  57785. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57786. * @param name defines the name of the mesh
  57787. * @param options defines the options used to create the mesh
  57788. * @param scene defines the hosting scene
  57789. * @param earcutInjection can be used to inject your own earcut reference
  57790. * @returns the polygon mesh
  57791. */
  57792. static ExtrudePolygon(name: string, options: {
  57793. shape: Vector3[];
  57794. holes?: Vector3[][];
  57795. depth?: number;
  57796. faceUV?: Vector4[];
  57797. faceColors?: Color4[];
  57798. updatable?: boolean;
  57799. sideOrientation?: number;
  57800. frontUVs?: Vector4;
  57801. backUVs?: Vector4;
  57802. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57803. }
  57804. }
  57805. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  57806. import { Scene } from "babylonjs/scene";
  57807. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57808. import { Mesh } from "babylonjs/Meshes/mesh";
  57809. import { Nullable } from "babylonjs/types";
  57810. /**
  57811. * Class containing static functions to help procedurally build meshes
  57812. */
  57813. export class LatheBuilder {
  57814. /**
  57815. * Creates lathe mesh.
  57816. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57817. * * 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
  57818. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57819. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57820. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57821. * * 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
  57822. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  57823. * * 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
  57824. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57825. * * 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
  57826. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57827. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57828. * @param name defines the name of the mesh
  57829. * @param options defines the options used to create the mesh
  57830. * @param scene defines the hosting scene
  57831. * @returns the lathe mesh
  57832. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  57833. */
  57834. static CreateLathe(name: string, options: {
  57835. shape: Vector3[];
  57836. radius?: number;
  57837. tessellation?: number;
  57838. clip?: number;
  57839. arc?: number;
  57840. closed?: boolean;
  57841. updatable?: boolean;
  57842. sideOrientation?: number;
  57843. frontUVs?: Vector4;
  57844. backUVs?: Vector4;
  57845. cap?: number;
  57846. invertUV?: boolean;
  57847. }, scene?: Nullable<Scene>): Mesh;
  57848. }
  57849. }
  57850. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  57851. import { Nullable } from "babylonjs/types";
  57852. import { Scene } from "babylonjs/scene";
  57853. import { Vector4 } from "babylonjs/Maths/math.vector";
  57854. import { Mesh } from "babylonjs/Meshes/mesh";
  57855. /**
  57856. * Class containing static functions to help procedurally build meshes
  57857. */
  57858. export class TiledPlaneBuilder {
  57859. /**
  57860. * Creates a tiled plane mesh
  57861. * * The parameter `pattern` will, depending on value, do nothing or
  57862. * * * flip (reflect about central vertical) alternate tiles across and up
  57863. * * * flip every tile on alternate rows
  57864. * * * rotate (180 degs) alternate tiles across and up
  57865. * * * rotate every tile on alternate rows
  57866. * * * flip and rotate alternate tiles across and up
  57867. * * * flip and rotate every tile on alternate rows
  57868. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  57869. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  57870. * * 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
  57871. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57872. * * 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)
  57873. * * 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)
  57874. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  57875. * @param name defines the name of the mesh
  57876. * @param options defines the options used to create the mesh
  57877. * @param scene defines the hosting scene
  57878. * @returns the box mesh
  57879. */
  57880. static CreateTiledPlane(name: string, options: {
  57881. pattern?: number;
  57882. tileSize?: number;
  57883. tileWidth?: number;
  57884. tileHeight?: number;
  57885. size?: number;
  57886. width?: number;
  57887. height?: number;
  57888. alignHorizontal?: number;
  57889. alignVertical?: number;
  57890. sideOrientation?: number;
  57891. frontUVs?: Vector4;
  57892. backUVs?: Vector4;
  57893. updatable?: boolean;
  57894. }, scene?: Nullable<Scene>): Mesh;
  57895. }
  57896. }
  57897. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  57898. import { Nullable } from "babylonjs/types";
  57899. import { Scene } from "babylonjs/scene";
  57900. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57901. import { Mesh } from "babylonjs/Meshes/mesh";
  57902. /**
  57903. * Class containing static functions to help procedurally build meshes
  57904. */
  57905. export class TubeBuilder {
  57906. /**
  57907. * Creates a tube mesh.
  57908. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57909. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57910. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57911. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57912. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57913. * * 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)
  57914. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57915. * * 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
  57916. * * 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
  57917. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57918. * * 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
  57919. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57920. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57921. * @param name defines the name of the mesh
  57922. * @param options defines the options used to create the mesh
  57923. * @param scene defines the hosting scene
  57924. * @returns the tube mesh
  57925. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57926. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57927. */
  57928. static CreateTube(name: string, options: {
  57929. path: Vector3[];
  57930. radius?: number;
  57931. tessellation?: number;
  57932. radiusFunction?: {
  57933. (i: number, distance: number): number;
  57934. };
  57935. cap?: number;
  57936. arc?: number;
  57937. updatable?: boolean;
  57938. sideOrientation?: number;
  57939. frontUVs?: Vector4;
  57940. backUVs?: Vector4;
  57941. instance?: Mesh;
  57942. invertUV?: boolean;
  57943. }, scene?: Nullable<Scene>): Mesh;
  57944. }
  57945. }
  57946. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  57947. import { Scene } from "babylonjs/scene";
  57948. import { Vector4 } from "babylonjs/Maths/math.vector";
  57949. import { Mesh } from "babylonjs/Meshes/mesh";
  57950. import { Nullable } from "babylonjs/types";
  57951. /**
  57952. * Class containing static functions to help procedurally build meshes
  57953. */
  57954. export class IcoSphereBuilder {
  57955. /**
  57956. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  57957. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  57958. * * 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`)
  57959. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  57960. * * 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
  57961. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57962. * * 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
  57963. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57964. * @param name defines the name of the mesh
  57965. * @param options defines the options used to create the mesh
  57966. * @param scene defines the hosting scene
  57967. * @returns the icosahedron mesh
  57968. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  57969. */
  57970. static CreateIcoSphere(name: string, options: {
  57971. radius?: number;
  57972. radiusX?: number;
  57973. radiusY?: number;
  57974. radiusZ?: number;
  57975. flat?: boolean;
  57976. subdivisions?: number;
  57977. sideOrientation?: number;
  57978. frontUVs?: Vector4;
  57979. backUVs?: Vector4;
  57980. updatable?: boolean;
  57981. }, scene?: Nullable<Scene>): Mesh;
  57982. }
  57983. }
  57984. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  57985. import { Vector3 } from "babylonjs/Maths/math.vector";
  57986. import { Mesh } from "babylonjs/Meshes/mesh";
  57987. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57988. /**
  57989. * Class containing static functions to help procedurally build meshes
  57990. */
  57991. export class DecalBuilder {
  57992. /**
  57993. * Creates a decal mesh.
  57994. * 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
  57995. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57996. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57997. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57998. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57999. * @param name defines the name of the mesh
  58000. * @param sourceMesh defines the mesh where the decal must be applied
  58001. * @param options defines the options used to create the mesh
  58002. * @param scene defines the hosting scene
  58003. * @returns the decal mesh
  58004. * @see https://doc.babylonjs.com/how_to/decals
  58005. */
  58006. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  58007. position?: Vector3;
  58008. normal?: Vector3;
  58009. size?: Vector3;
  58010. angle?: number;
  58011. }): Mesh;
  58012. }
  58013. }
  58014. declare module "babylonjs/Meshes/meshBuilder" {
  58015. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  58016. import { Nullable } from "babylonjs/types";
  58017. import { Scene } from "babylonjs/scene";
  58018. import { Mesh } from "babylonjs/Meshes/mesh";
  58019. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  58020. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  58021. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58022. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  58023. import { Plane } from "babylonjs/Maths/math.plane";
  58024. /**
  58025. * Class containing static functions to help procedurally build meshes
  58026. */
  58027. export class MeshBuilder {
  58028. /**
  58029. * Creates a box mesh
  58030. * * The parameter `size` sets the size (float) of each box side (default 1)
  58031. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  58032. * * 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)
  58033. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  58034. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58035. * * 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
  58036. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58037. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  58038. * @param name defines the name of the mesh
  58039. * @param options defines the options used to create the mesh
  58040. * @param scene defines the hosting scene
  58041. * @returns the box mesh
  58042. */
  58043. static CreateBox(name: string, options: {
  58044. size?: number;
  58045. width?: number;
  58046. height?: number;
  58047. depth?: number;
  58048. faceUV?: Vector4[];
  58049. faceColors?: Color4[];
  58050. sideOrientation?: number;
  58051. frontUVs?: Vector4;
  58052. backUVs?: Vector4;
  58053. updatable?: boolean;
  58054. }, scene?: Nullable<Scene>): Mesh;
  58055. /**
  58056. * Creates a tiled box mesh
  58057. * * faceTiles sets the pattern, tile size and number of tiles for a face
  58058. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58059. * @param name defines the name of the mesh
  58060. * @param options defines the options used to create the mesh
  58061. * @param scene defines the hosting scene
  58062. * @returns the tiled box mesh
  58063. */
  58064. static CreateTiledBox(name: string, options: {
  58065. pattern?: number;
  58066. size?: number;
  58067. width?: number;
  58068. height?: number;
  58069. depth: number;
  58070. tileSize?: number;
  58071. tileWidth?: number;
  58072. tileHeight?: number;
  58073. faceUV?: Vector4[];
  58074. faceColors?: Color4[];
  58075. alignHorizontal?: number;
  58076. alignVertical?: number;
  58077. sideOrientation?: number;
  58078. updatable?: boolean;
  58079. }, scene?: Nullable<Scene>): Mesh;
  58080. /**
  58081. * Creates a sphere mesh
  58082. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  58083. * * 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`)
  58084. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  58085. * * 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
  58086. * * 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)
  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 mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58090. * @param name defines the name of the mesh
  58091. * @param options defines the options used to create the mesh
  58092. * @param scene defines the hosting scene
  58093. * @returns the sphere mesh
  58094. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  58095. */
  58096. static CreateSphere(name: string, options: {
  58097. segments?: number;
  58098. diameter?: number;
  58099. diameterX?: number;
  58100. diameterY?: number;
  58101. diameterZ?: number;
  58102. arc?: number;
  58103. slice?: number;
  58104. sideOrientation?: number;
  58105. frontUVs?: Vector4;
  58106. backUVs?: Vector4;
  58107. updatable?: boolean;
  58108. }, scene?: Nullable<Scene>): Mesh;
  58109. /**
  58110. * Creates a plane polygonal mesh. By default, this is a disc
  58111. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  58112. * * 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
  58113. * * 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
  58114. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58115. * * 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
  58116. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58117. * @param name defines the name of the mesh
  58118. * @param options defines the options used to create the mesh
  58119. * @param scene defines the hosting scene
  58120. * @returns the plane polygonal mesh
  58121. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  58122. */
  58123. static CreateDisc(name: string, options: {
  58124. radius?: number;
  58125. tessellation?: number;
  58126. arc?: number;
  58127. updatable?: boolean;
  58128. sideOrientation?: number;
  58129. frontUVs?: Vector4;
  58130. backUVs?: Vector4;
  58131. }, scene?: Nullable<Scene>): Mesh;
  58132. /**
  58133. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  58134. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  58135. * * 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`)
  58136. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  58137. * * 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
  58138. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58139. * * 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
  58140. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58141. * @param name defines the name of the mesh
  58142. * @param options defines the options used to create the mesh
  58143. * @param scene defines the hosting scene
  58144. * @returns the icosahedron mesh
  58145. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  58146. */
  58147. static CreateIcoSphere(name: string, options: {
  58148. radius?: number;
  58149. radiusX?: number;
  58150. radiusY?: number;
  58151. radiusZ?: number;
  58152. flat?: boolean;
  58153. subdivisions?: number;
  58154. sideOrientation?: number;
  58155. frontUVs?: Vector4;
  58156. backUVs?: Vector4;
  58157. updatable?: boolean;
  58158. }, scene?: Nullable<Scene>): Mesh;
  58159. /**
  58160. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58161. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  58162. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  58163. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  58164. * * 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
  58165. * * 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
  58166. * * 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
  58167. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58168. * * 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
  58169. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58170. * * 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
  58171. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  58172. * * 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
  58173. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  58174. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58175. * @param name defines the name of the mesh
  58176. * @param options defines the options used to create the mesh
  58177. * @param scene defines the hosting scene
  58178. * @returns the ribbon mesh
  58179. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  58180. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58181. */
  58182. static CreateRibbon(name: string, options: {
  58183. pathArray: Vector3[][];
  58184. closeArray?: boolean;
  58185. closePath?: boolean;
  58186. offset?: number;
  58187. updatable?: boolean;
  58188. sideOrientation?: number;
  58189. frontUVs?: Vector4;
  58190. backUVs?: Vector4;
  58191. instance?: Mesh;
  58192. invertUV?: boolean;
  58193. uvs?: Vector2[];
  58194. colors?: Color4[];
  58195. }, scene?: Nullable<Scene>): Mesh;
  58196. /**
  58197. * Creates a cylinder or a cone mesh
  58198. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  58199. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  58200. * * 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.
  58201. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  58202. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  58203. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  58204. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  58205. * * 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).
  58206. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  58207. * * 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).
  58208. * * 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
  58209. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  58210. * * 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
  58211. * * 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.
  58212. * * If `enclose` is false, a ring surface is one element.
  58213. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  58214. * * 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
  58215. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58216. * * 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
  58217. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58218. * @param name defines the name of the mesh
  58219. * @param options defines the options used to create the mesh
  58220. * @param scene defines the hosting scene
  58221. * @returns the cylinder mesh
  58222. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  58223. */
  58224. static CreateCylinder(name: string, options: {
  58225. height?: number;
  58226. diameterTop?: number;
  58227. diameterBottom?: number;
  58228. diameter?: number;
  58229. tessellation?: number;
  58230. subdivisions?: number;
  58231. arc?: number;
  58232. faceColors?: Color4[];
  58233. faceUV?: Vector4[];
  58234. updatable?: boolean;
  58235. hasRings?: boolean;
  58236. enclose?: boolean;
  58237. cap?: number;
  58238. sideOrientation?: number;
  58239. frontUVs?: Vector4;
  58240. backUVs?: Vector4;
  58241. }, scene?: Nullable<Scene>): Mesh;
  58242. /**
  58243. * Creates a torus mesh
  58244. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  58245. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  58246. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  58247. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58248. * * 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
  58249. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58250. * @param name defines the name of the mesh
  58251. * @param options defines the options used to create the mesh
  58252. * @param scene defines the hosting scene
  58253. * @returns the torus mesh
  58254. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  58255. */
  58256. static CreateTorus(name: string, options: {
  58257. diameter?: number;
  58258. thickness?: number;
  58259. tessellation?: number;
  58260. updatable?: boolean;
  58261. sideOrientation?: number;
  58262. frontUVs?: Vector4;
  58263. backUVs?: Vector4;
  58264. }, scene?: Nullable<Scene>): Mesh;
  58265. /**
  58266. * Creates a torus knot mesh
  58267. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  58268. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  58269. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  58270. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  58271. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58272. * * 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
  58273. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58274. * @param name defines the name of the mesh
  58275. * @param options defines the options used to create the mesh
  58276. * @param scene defines the hosting scene
  58277. * @returns the torus knot mesh
  58278. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  58279. */
  58280. static CreateTorusKnot(name: string, options: {
  58281. radius?: number;
  58282. tube?: number;
  58283. radialSegments?: number;
  58284. tubularSegments?: number;
  58285. p?: number;
  58286. q?: number;
  58287. updatable?: boolean;
  58288. sideOrientation?: number;
  58289. frontUVs?: Vector4;
  58290. backUVs?: Vector4;
  58291. }, scene?: Nullable<Scene>): Mesh;
  58292. /**
  58293. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  58294. * * 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
  58295. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  58296. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  58297. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  58298. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  58299. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  58300. * * 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
  58301. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  58302. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58303. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  58304. * @param name defines the name of the new line system
  58305. * @param options defines the options used to create the line system
  58306. * @param scene defines the hosting scene
  58307. * @returns a new line system mesh
  58308. */
  58309. static CreateLineSystem(name: string, options: {
  58310. lines: Vector3[][];
  58311. updatable?: boolean;
  58312. instance?: Nullable<LinesMesh>;
  58313. colors?: Nullable<Color4[][]>;
  58314. useVertexAlpha?: boolean;
  58315. }, scene: Nullable<Scene>): LinesMesh;
  58316. /**
  58317. * Creates a line mesh
  58318. * 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
  58319. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  58320. * * The parameter `points` is an array successive Vector3
  58321. * * 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
  58322. * * The optional parameter `colors` is an array of successive Color4, one per line point
  58323. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  58324. * * When updating an instance, remember that only point positions can change, not the number of points
  58325. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58326. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  58327. * @param name defines the name of the new line system
  58328. * @param options defines the options used to create the line system
  58329. * @param scene defines the hosting scene
  58330. * @returns a new line mesh
  58331. */
  58332. static CreateLines(name: string, options: {
  58333. points: Vector3[];
  58334. updatable?: boolean;
  58335. instance?: Nullable<LinesMesh>;
  58336. colors?: Color4[];
  58337. useVertexAlpha?: boolean;
  58338. }, scene?: Nullable<Scene>): LinesMesh;
  58339. /**
  58340. * Creates a dashed line mesh
  58341. * * 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
  58342. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  58343. * * The parameter `points` is an array successive Vector3
  58344. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  58345. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  58346. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  58347. * * 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
  58348. * * When updating an instance, remember that only point positions can change, not the number of points
  58349. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58350. * @param name defines the name of the mesh
  58351. * @param options defines the options used to create the mesh
  58352. * @param scene defines the hosting scene
  58353. * @returns the dashed line mesh
  58354. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  58355. */
  58356. static CreateDashedLines(name: string, options: {
  58357. points: Vector3[];
  58358. dashSize?: number;
  58359. gapSize?: number;
  58360. dashNb?: number;
  58361. updatable?: boolean;
  58362. instance?: LinesMesh;
  58363. }, scene?: Nullable<Scene>): LinesMesh;
  58364. /**
  58365. * 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.
  58366. * * 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.
  58367. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  58368. * * 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.
  58369. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  58370. * * 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
  58371. * * 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
  58372. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  58373. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58374. * * 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
  58375. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  58376. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58377. * @param name defines the name of the mesh
  58378. * @param options defines the options used to create the mesh
  58379. * @param scene defines the hosting scene
  58380. * @returns the extruded shape mesh
  58381. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58382. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  58383. */
  58384. static ExtrudeShape(name: string, options: {
  58385. shape: Vector3[];
  58386. path: Vector3[];
  58387. scale?: number;
  58388. rotation?: number;
  58389. cap?: number;
  58390. updatable?: boolean;
  58391. sideOrientation?: number;
  58392. frontUVs?: Vector4;
  58393. backUVs?: Vector4;
  58394. instance?: Mesh;
  58395. invertUV?: boolean;
  58396. }, scene?: Nullable<Scene>): Mesh;
  58397. /**
  58398. * Creates an custom extruded shape mesh.
  58399. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  58400. * * 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.
  58401. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  58402. * * 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
  58403. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  58404. * * 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
  58405. * * It must returns a float value that will be the scale value applied to the shape on each path point
  58406. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  58407. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  58408. * * 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
  58409. * * 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
  58410. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  58411. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58412. * * 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
  58413. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58414. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58415. * @param name defines the name of the mesh
  58416. * @param options defines the options used to create the mesh
  58417. * @param scene defines the hosting scene
  58418. * @returns the custom extruded shape mesh
  58419. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  58420. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58421. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  58422. */
  58423. static ExtrudeShapeCustom(name: string, options: {
  58424. shape: Vector3[];
  58425. path: Vector3[];
  58426. scaleFunction?: any;
  58427. rotationFunction?: any;
  58428. ribbonCloseArray?: boolean;
  58429. ribbonClosePath?: boolean;
  58430. cap?: number;
  58431. updatable?: boolean;
  58432. sideOrientation?: number;
  58433. frontUVs?: Vector4;
  58434. backUVs?: Vector4;
  58435. instance?: Mesh;
  58436. invertUV?: boolean;
  58437. }, scene?: Nullable<Scene>): Mesh;
  58438. /**
  58439. * Creates lathe mesh.
  58440. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  58441. * * 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
  58442. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  58443. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  58444. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  58445. * * 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
  58446. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  58447. * * 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
  58448. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58449. * * 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
  58450. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58451. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58452. * @param name defines the name of the mesh
  58453. * @param options defines the options used to create the mesh
  58454. * @param scene defines the hosting scene
  58455. * @returns the lathe mesh
  58456. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  58457. */
  58458. static CreateLathe(name: string, options: {
  58459. shape: Vector3[];
  58460. radius?: number;
  58461. tessellation?: number;
  58462. clip?: number;
  58463. arc?: number;
  58464. closed?: boolean;
  58465. updatable?: boolean;
  58466. sideOrientation?: number;
  58467. frontUVs?: Vector4;
  58468. backUVs?: Vector4;
  58469. cap?: number;
  58470. invertUV?: boolean;
  58471. }, scene?: Nullable<Scene>): Mesh;
  58472. /**
  58473. * Creates a tiled plane mesh
  58474. * * You can set a limited pattern arrangement with the tiles
  58475. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58476. * * 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
  58477. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58478. * @param name defines the name of the mesh
  58479. * @param options defines the options used to create the mesh
  58480. * @param scene defines the hosting scene
  58481. * @returns the plane mesh
  58482. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  58483. */
  58484. static CreateTiledPlane(name: string, options: {
  58485. pattern?: number;
  58486. tileSize?: number;
  58487. tileWidth?: number;
  58488. tileHeight?: number;
  58489. size?: number;
  58490. width?: number;
  58491. height?: number;
  58492. alignHorizontal?: number;
  58493. alignVertical?: number;
  58494. sideOrientation?: number;
  58495. frontUVs?: Vector4;
  58496. backUVs?: Vector4;
  58497. updatable?: boolean;
  58498. }, scene?: Nullable<Scene>): Mesh;
  58499. /**
  58500. * Creates a plane mesh
  58501. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  58502. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  58503. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  58504. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58505. * * 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
  58506. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58507. * @param name defines the name of the mesh
  58508. * @param options defines the options used to create the mesh
  58509. * @param scene defines the hosting scene
  58510. * @returns the plane mesh
  58511. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  58512. */
  58513. static CreatePlane(name: string, options: {
  58514. size?: number;
  58515. width?: number;
  58516. height?: number;
  58517. sideOrientation?: number;
  58518. frontUVs?: Vector4;
  58519. backUVs?: Vector4;
  58520. updatable?: boolean;
  58521. sourcePlane?: Plane;
  58522. }, scene?: Nullable<Scene>): Mesh;
  58523. /**
  58524. * Creates a ground mesh
  58525. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  58526. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  58527. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58528. * @param name defines the name of the mesh
  58529. * @param options defines the options used to create the mesh
  58530. * @param scene defines the hosting scene
  58531. * @returns the ground mesh
  58532. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  58533. */
  58534. static CreateGround(name: string, options: {
  58535. width?: number;
  58536. height?: number;
  58537. subdivisions?: number;
  58538. subdivisionsX?: number;
  58539. subdivisionsY?: number;
  58540. updatable?: boolean;
  58541. }, scene?: Nullable<Scene>): Mesh;
  58542. /**
  58543. * Creates a tiled ground mesh
  58544. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  58545. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  58546. * * 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
  58547. * * 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
  58548. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58549. * @param name defines the name of the mesh
  58550. * @param options defines the options used to create the mesh
  58551. * @param scene defines the hosting scene
  58552. * @returns the tiled ground mesh
  58553. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  58554. */
  58555. static CreateTiledGround(name: string, options: {
  58556. xmin: number;
  58557. zmin: number;
  58558. xmax: number;
  58559. zmax: number;
  58560. subdivisions?: {
  58561. w: number;
  58562. h: number;
  58563. };
  58564. precision?: {
  58565. w: number;
  58566. h: number;
  58567. };
  58568. updatable?: boolean;
  58569. }, scene?: Nullable<Scene>): Mesh;
  58570. /**
  58571. * Creates a ground mesh from a height map
  58572. * * The parameter `url` sets the URL of the height map image resource.
  58573. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  58574. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  58575. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  58576. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  58577. * * 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.
  58578. * * 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).
  58579. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  58580. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58581. * @param name defines the name of the mesh
  58582. * @param url defines the url to the height map
  58583. * @param options defines the options used to create the mesh
  58584. * @param scene defines the hosting scene
  58585. * @returns the ground mesh
  58586. * @see https://doc.babylonjs.com/babylon101/height_map
  58587. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  58588. */
  58589. static CreateGroundFromHeightMap(name: string, url: string, options: {
  58590. width?: number;
  58591. height?: number;
  58592. subdivisions?: number;
  58593. minHeight?: number;
  58594. maxHeight?: number;
  58595. colorFilter?: Color3;
  58596. alphaFilter?: number;
  58597. updatable?: boolean;
  58598. onReady?: (mesh: GroundMesh) => void;
  58599. }, scene?: Nullable<Scene>): GroundMesh;
  58600. /**
  58601. * Creates a polygon mesh
  58602. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  58603. * * 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
  58604. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  58605. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58606. * * 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)
  58607. * * Remember you can only change the shape positions, not their number when updating a polygon
  58608. * @param name defines the name of the mesh
  58609. * @param options defines the options used to create the mesh
  58610. * @param scene defines the hosting scene
  58611. * @param earcutInjection can be used to inject your own earcut reference
  58612. * @returns the polygon mesh
  58613. */
  58614. static CreatePolygon(name: string, options: {
  58615. shape: Vector3[];
  58616. holes?: Vector3[][];
  58617. depth?: number;
  58618. faceUV?: Vector4[];
  58619. faceColors?: Color4[];
  58620. updatable?: boolean;
  58621. sideOrientation?: number;
  58622. frontUVs?: Vector4;
  58623. backUVs?: Vector4;
  58624. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  58625. /**
  58626. * Creates an extruded polygon mesh, with depth in the Y direction.
  58627. * * 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)
  58628. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  58629. * @param name defines the name of the mesh
  58630. * @param options defines the options used to create the mesh
  58631. * @param scene defines the hosting scene
  58632. * @param earcutInjection can be used to inject your own earcut reference
  58633. * @returns the polygon mesh
  58634. */
  58635. static ExtrudePolygon(name: string, options: {
  58636. shape: Vector3[];
  58637. holes?: Vector3[][];
  58638. depth?: number;
  58639. faceUV?: Vector4[];
  58640. faceColors?: Color4[];
  58641. updatable?: boolean;
  58642. sideOrientation?: number;
  58643. frontUVs?: Vector4;
  58644. backUVs?: Vector4;
  58645. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  58646. /**
  58647. * Creates a tube mesh.
  58648. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58649. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  58650. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  58651. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  58652. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  58653. * * 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)
  58654. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  58655. * * 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
  58656. * * 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
  58657. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58658. * * 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
  58659. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58660. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58661. * @param name defines the name of the mesh
  58662. * @param options defines the options used to create the mesh
  58663. * @param scene defines the hosting scene
  58664. * @returns the tube mesh
  58665. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58666. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  58667. */
  58668. static CreateTube(name: string, options: {
  58669. path: Vector3[];
  58670. radius?: number;
  58671. tessellation?: number;
  58672. radiusFunction?: {
  58673. (i: number, distance: number): number;
  58674. };
  58675. cap?: number;
  58676. arc?: number;
  58677. updatable?: boolean;
  58678. sideOrientation?: number;
  58679. frontUVs?: Vector4;
  58680. backUVs?: Vector4;
  58681. instance?: Mesh;
  58682. invertUV?: boolean;
  58683. }, scene?: Nullable<Scene>): Mesh;
  58684. /**
  58685. * Creates a polyhedron mesh
  58686. * * 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
  58687. * * The parameter `size` (positive float, default 1) sets the polygon size
  58688. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  58689. * * 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`
  58690. * * 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
  58691. * * 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)`)
  58692. * * 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
  58693. * * 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
  58694. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58695. * * 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
  58696. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58697. * @param name defines the name of the mesh
  58698. * @param options defines the options used to create the mesh
  58699. * @param scene defines the hosting scene
  58700. * @returns the polyhedron mesh
  58701. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  58702. */
  58703. static CreatePolyhedron(name: string, options: {
  58704. type?: number;
  58705. size?: number;
  58706. sizeX?: number;
  58707. sizeY?: number;
  58708. sizeZ?: number;
  58709. custom?: any;
  58710. faceUV?: Vector4[];
  58711. faceColors?: Color4[];
  58712. flat?: boolean;
  58713. updatable?: boolean;
  58714. sideOrientation?: number;
  58715. frontUVs?: Vector4;
  58716. backUVs?: Vector4;
  58717. }, scene?: Nullable<Scene>): Mesh;
  58718. /**
  58719. * Creates a decal mesh.
  58720. * 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
  58721. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  58722. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  58723. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  58724. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  58725. * @param name defines the name of the mesh
  58726. * @param sourceMesh defines the mesh where the decal must be applied
  58727. * @param options defines the options used to create the mesh
  58728. * @param scene defines the hosting scene
  58729. * @returns the decal mesh
  58730. * @see https://doc.babylonjs.com/how_to/decals
  58731. */
  58732. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  58733. position?: Vector3;
  58734. normal?: Vector3;
  58735. size?: Vector3;
  58736. angle?: number;
  58737. }): Mesh;
  58738. }
  58739. }
  58740. declare module "babylonjs/Meshes/meshSimplification" {
  58741. import { Mesh } from "babylonjs/Meshes/mesh";
  58742. /**
  58743. * A simplifier interface for future simplification implementations
  58744. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58745. */
  58746. export interface ISimplifier {
  58747. /**
  58748. * Simplification of a given mesh according to the given settings.
  58749. * Since this requires computation, it is assumed that the function runs async.
  58750. * @param settings The settings of the simplification, including quality and distance
  58751. * @param successCallback A callback that will be called after the mesh was simplified.
  58752. * @param errorCallback in case of an error, this callback will be called. optional.
  58753. */
  58754. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  58755. }
  58756. /**
  58757. * Expected simplification settings.
  58758. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  58759. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58760. */
  58761. export interface ISimplificationSettings {
  58762. /**
  58763. * Gets or sets the expected quality
  58764. */
  58765. quality: number;
  58766. /**
  58767. * Gets or sets the distance when this optimized version should be used
  58768. */
  58769. distance: number;
  58770. /**
  58771. * Gets an already optimized mesh
  58772. */
  58773. optimizeMesh?: boolean;
  58774. }
  58775. /**
  58776. * Class used to specify simplification options
  58777. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58778. */
  58779. export class SimplificationSettings implements ISimplificationSettings {
  58780. /** expected quality */
  58781. quality: number;
  58782. /** distance when this optimized version should be used */
  58783. distance: number;
  58784. /** already optimized mesh */
  58785. optimizeMesh?: boolean | undefined;
  58786. /**
  58787. * Creates a SimplificationSettings
  58788. * @param quality expected quality
  58789. * @param distance distance when this optimized version should be used
  58790. * @param optimizeMesh already optimized mesh
  58791. */
  58792. constructor(
  58793. /** expected quality */
  58794. quality: number,
  58795. /** distance when this optimized version should be used */
  58796. distance: number,
  58797. /** already optimized mesh */
  58798. optimizeMesh?: boolean | undefined);
  58799. }
  58800. /**
  58801. * Interface used to define a simplification task
  58802. */
  58803. export interface ISimplificationTask {
  58804. /**
  58805. * Array of settings
  58806. */
  58807. settings: Array<ISimplificationSettings>;
  58808. /**
  58809. * Simplification type
  58810. */
  58811. simplificationType: SimplificationType;
  58812. /**
  58813. * Mesh to simplify
  58814. */
  58815. mesh: Mesh;
  58816. /**
  58817. * Callback called on success
  58818. */
  58819. successCallback?: () => void;
  58820. /**
  58821. * Defines if parallel processing can be used
  58822. */
  58823. parallelProcessing: boolean;
  58824. }
  58825. /**
  58826. * Queue used to order the simplification tasks
  58827. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58828. */
  58829. export class SimplificationQueue {
  58830. private _simplificationArray;
  58831. /**
  58832. * Gets a boolean indicating that the process is still running
  58833. */
  58834. running: boolean;
  58835. /**
  58836. * Creates a new queue
  58837. */
  58838. constructor();
  58839. /**
  58840. * Adds a new simplification task
  58841. * @param task defines a task to add
  58842. */
  58843. addTask(task: ISimplificationTask): void;
  58844. /**
  58845. * Execute next task
  58846. */
  58847. executeNext(): void;
  58848. /**
  58849. * Execute a simplification task
  58850. * @param task defines the task to run
  58851. */
  58852. runSimplification(task: ISimplificationTask): void;
  58853. private getSimplifier;
  58854. }
  58855. /**
  58856. * The implemented types of simplification
  58857. * At the moment only Quadratic Error Decimation is implemented
  58858. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58859. */
  58860. export enum SimplificationType {
  58861. /** Quadratic error decimation */
  58862. QUADRATIC = 0
  58863. }
  58864. }
  58865. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  58866. import { Scene } from "babylonjs/scene";
  58867. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  58868. import { ISceneComponent } from "babylonjs/sceneComponent";
  58869. module "babylonjs/scene" {
  58870. interface Scene {
  58871. /** @hidden (Backing field) */
  58872. _simplificationQueue: SimplificationQueue;
  58873. /**
  58874. * Gets or sets the simplification queue attached to the scene
  58875. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58876. */
  58877. simplificationQueue: SimplificationQueue;
  58878. }
  58879. }
  58880. module "babylonjs/Meshes/mesh" {
  58881. interface Mesh {
  58882. /**
  58883. * Simplify the mesh according to the given array of settings.
  58884. * Function will return immediately and will simplify async
  58885. * @param settings a collection of simplification settings
  58886. * @param parallelProcessing should all levels calculate parallel or one after the other
  58887. * @param simplificationType the type of simplification to run
  58888. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  58889. * @returns the current mesh
  58890. */
  58891. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  58892. }
  58893. }
  58894. /**
  58895. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  58896. * created in a scene
  58897. */
  58898. export class SimplicationQueueSceneComponent implements ISceneComponent {
  58899. /**
  58900. * The component name helpfull to identify the component in the list of scene components.
  58901. */
  58902. readonly name: string;
  58903. /**
  58904. * The scene the component belongs to.
  58905. */
  58906. scene: Scene;
  58907. /**
  58908. * Creates a new instance of the component for the given scene
  58909. * @param scene Defines the scene to register the component in
  58910. */
  58911. constructor(scene: Scene);
  58912. /**
  58913. * Registers the component in a given scene
  58914. */
  58915. register(): void;
  58916. /**
  58917. * Rebuilds the elements related to this component in case of
  58918. * context lost for instance.
  58919. */
  58920. rebuild(): void;
  58921. /**
  58922. * Disposes the component and the associated ressources
  58923. */
  58924. dispose(): void;
  58925. private _beforeCameraUpdate;
  58926. }
  58927. }
  58928. declare module "babylonjs/Meshes/Builders/index" {
  58929. export * from "babylonjs/Meshes/Builders/boxBuilder";
  58930. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  58931. export * from "babylonjs/Meshes/Builders/discBuilder";
  58932. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  58933. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  58934. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  58935. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  58936. export * from "babylonjs/Meshes/Builders/torusBuilder";
  58937. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  58938. export * from "babylonjs/Meshes/Builders/linesBuilder";
  58939. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  58940. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  58941. export * from "babylonjs/Meshes/Builders/latheBuilder";
  58942. export * from "babylonjs/Meshes/Builders/planeBuilder";
  58943. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  58944. export * from "babylonjs/Meshes/Builders/groundBuilder";
  58945. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  58946. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  58947. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  58948. export * from "babylonjs/Meshes/Builders/decalBuilder";
  58949. }
  58950. declare module "babylonjs/Meshes/index" {
  58951. export * from "babylonjs/Meshes/abstractMesh";
  58952. export * from "babylonjs/Meshes/buffer";
  58953. export * from "babylonjs/Meshes/Compression/index";
  58954. export * from "babylonjs/Meshes/csg";
  58955. export * from "babylonjs/Meshes/geometry";
  58956. export * from "babylonjs/Meshes/groundMesh";
  58957. export * from "babylonjs/Meshes/trailMesh";
  58958. export * from "babylonjs/Meshes/instancedMesh";
  58959. export * from "babylonjs/Meshes/linesMesh";
  58960. export * from "babylonjs/Meshes/mesh";
  58961. export * from "babylonjs/Meshes/mesh.vertexData";
  58962. export * from "babylonjs/Meshes/meshBuilder";
  58963. export * from "babylonjs/Meshes/meshSimplification";
  58964. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  58965. export * from "babylonjs/Meshes/polygonMesh";
  58966. export * from "babylonjs/Meshes/subMesh";
  58967. export * from "babylonjs/Meshes/meshLODLevel";
  58968. export * from "babylonjs/Meshes/transformNode";
  58969. export * from "babylonjs/Meshes/Builders/index";
  58970. export * from "babylonjs/Meshes/dataBuffer";
  58971. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  58972. }
  58973. declare module "babylonjs/Morph/index" {
  58974. export * from "babylonjs/Morph/morphTarget";
  58975. export * from "babylonjs/Morph/morphTargetManager";
  58976. }
  58977. declare module "babylonjs/Navigation/INavigationEngine" {
  58978. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58979. import { Vector3 } from "babylonjs/Maths/math";
  58980. import { Mesh } from "babylonjs/Meshes/mesh";
  58981. import { Scene } from "babylonjs/scene";
  58982. /**
  58983. * Navigation plugin interface to add navigation constrained by a navigation mesh
  58984. */
  58985. export interface INavigationEnginePlugin {
  58986. /**
  58987. * plugin name
  58988. */
  58989. name: string;
  58990. /**
  58991. * Creates a navigation mesh
  58992. * @param meshes array of all the geometry used to compute the navigatio mesh
  58993. * @param parameters bunch of parameters used to filter geometry
  58994. */
  58995. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  58996. /**
  58997. * Create a navigation mesh debug mesh
  58998. * @param scene is where the mesh will be added
  58999. * @returns debug display mesh
  59000. */
  59001. createDebugNavMesh(scene: Scene): Mesh;
  59002. /**
  59003. * Get a navigation mesh constrained position, closest to the parameter position
  59004. * @param position world position
  59005. * @returns the closest point to position constrained by the navigation mesh
  59006. */
  59007. getClosestPoint(position: Vector3): Vector3;
  59008. /**
  59009. * Get a navigation mesh constrained position, within a particular radius
  59010. * @param position world position
  59011. * @param maxRadius the maximum distance to the constrained world position
  59012. * @returns the closest point to position constrained by the navigation mesh
  59013. */
  59014. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  59015. /**
  59016. * Compute the final position from a segment made of destination-position
  59017. * @param position world position
  59018. * @param destination world position
  59019. * @returns the resulting point along the navmesh
  59020. */
  59021. moveAlong(position: Vector3, destination: Vector3): Vector3;
  59022. /**
  59023. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  59024. * @param start world position
  59025. * @param end world position
  59026. * @returns array containing world position composing the path
  59027. */
  59028. computePath(start: Vector3, end: Vector3): Vector3[];
  59029. /**
  59030. * If this plugin is supported
  59031. * @returns true if plugin is supported
  59032. */
  59033. isSupported(): boolean;
  59034. /**
  59035. * Create a new Crowd so you can add agents
  59036. * @param maxAgents the maximum agent count in the crowd
  59037. * @param maxAgentRadius the maximum radius an agent can have
  59038. * @param scene to attach the crowd to
  59039. * @returns the crowd you can add agents to
  59040. */
  59041. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  59042. /**
  59043. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59044. * The queries will try to find a solution within those bounds
  59045. * default is (1,1,1)
  59046. * @param extent x,y,z value that define the extent around the queries point of reference
  59047. */
  59048. setDefaultQueryExtent(extent: Vector3): void;
  59049. /**
  59050. * Get the Bounding box extent specified by setDefaultQueryExtent
  59051. * @returns the box extent values
  59052. */
  59053. getDefaultQueryExtent(): Vector3;
  59054. /**
  59055. * Release all resources
  59056. */
  59057. dispose(): void;
  59058. }
  59059. /**
  59060. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  59061. */
  59062. export interface ICrowd {
  59063. /**
  59064. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  59065. * You can attach anything to that node. The node position is updated in the scene update tick.
  59066. * @param pos world position that will be constrained by the navigation mesh
  59067. * @param parameters agent parameters
  59068. * @param transform hooked to the agent that will be update by the scene
  59069. * @returns agent index
  59070. */
  59071. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  59072. /**
  59073. * Returns the agent position in world space
  59074. * @param index agent index returned by addAgent
  59075. * @returns world space position
  59076. */
  59077. getAgentPosition(index: number): Vector3;
  59078. /**
  59079. * Gets the agent velocity in world space
  59080. * @param index agent index returned by addAgent
  59081. * @returns world space velocity
  59082. */
  59083. getAgentVelocity(index: number): Vector3;
  59084. /**
  59085. * remove a particular agent previously created
  59086. * @param index agent index returned by addAgent
  59087. */
  59088. removeAgent(index: number): void;
  59089. /**
  59090. * get the list of all agents attached to this crowd
  59091. * @returns list of agent indices
  59092. */
  59093. getAgents(): number[];
  59094. /**
  59095. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  59096. * @param deltaTime in seconds
  59097. */
  59098. update(deltaTime: number): void;
  59099. /**
  59100. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  59101. * @param index agent index returned by addAgent
  59102. * @param destination targeted world position
  59103. */
  59104. agentGoto(index: number, destination: Vector3): void;
  59105. /**
  59106. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59107. * The queries will try to find a solution within those bounds
  59108. * default is (1,1,1)
  59109. * @param extent x,y,z value that define the extent around the queries point of reference
  59110. */
  59111. setDefaultQueryExtent(extent: Vector3): void;
  59112. /**
  59113. * Get the Bounding box extent specified by setDefaultQueryExtent
  59114. * @returns the box extent values
  59115. */
  59116. getDefaultQueryExtent(): Vector3;
  59117. /**
  59118. * Release all resources
  59119. */
  59120. dispose(): void;
  59121. }
  59122. /**
  59123. * Configures an agent
  59124. */
  59125. export interface IAgentParameters {
  59126. /**
  59127. * Agent radius. [Limit: >= 0]
  59128. */
  59129. radius: number;
  59130. /**
  59131. * Agent height. [Limit: > 0]
  59132. */
  59133. height: number;
  59134. /**
  59135. * Maximum allowed acceleration. [Limit: >= 0]
  59136. */
  59137. maxAcceleration: number;
  59138. /**
  59139. * Maximum allowed speed. [Limit: >= 0]
  59140. */
  59141. maxSpeed: number;
  59142. /**
  59143. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  59144. */
  59145. collisionQueryRange: number;
  59146. /**
  59147. * The path visibility optimization range. [Limit: > 0]
  59148. */
  59149. pathOptimizationRange: number;
  59150. /**
  59151. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  59152. */
  59153. separationWeight: number;
  59154. }
  59155. /**
  59156. * Configures the navigation mesh creation
  59157. */
  59158. export interface INavMeshParameters {
  59159. /**
  59160. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  59161. */
  59162. cs: number;
  59163. /**
  59164. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  59165. */
  59166. ch: number;
  59167. /**
  59168. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  59169. */
  59170. walkableSlopeAngle: number;
  59171. /**
  59172. * Minimum floor to 'ceiling' height that will still allow the floor area to
  59173. * be considered walkable. [Limit: >= 3] [Units: vx]
  59174. */
  59175. walkableHeight: number;
  59176. /**
  59177. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  59178. */
  59179. walkableClimb: number;
  59180. /**
  59181. * The distance to erode/shrink the walkable area of the heightfield away from
  59182. * obstructions. [Limit: >=0] [Units: vx]
  59183. */
  59184. walkableRadius: number;
  59185. /**
  59186. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  59187. */
  59188. maxEdgeLen: number;
  59189. /**
  59190. * The maximum distance a simplfied contour's border edges should deviate
  59191. * the original raw contour. [Limit: >=0] [Units: vx]
  59192. */
  59193. maxSimplificationError: number;
  59194. /**
  59195. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  59196. */
  59197. minRegionArea: number;
  59198. /**
  59199. * Any regions with a span count smaller than this value will, if possible,
  59200. * be merged with larger regions. [Limit: >=0] [Units: vx]
  59201. */
  59202. mergeRegionArea: number;
  59203. /**
  59204. * The maximum number of vertices allowed for polygons generated during the
  59205. * contour to polygon conversion process. [Limit: >= 3]
  59206. */
  59207. maxVertsPerPoly: number;
  59208. /**
  59209. * Sets the sampling distance to use when generating the detail mesh.
  59210. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  59211. */
  59212. detailSampleDist: number;
  59213. /**
  59214. * The maximum distance the detail mesh surface should deviate from heightfield
  59215. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  59216. */
  59217. detailSampleMaxError: number;
  59218. }
  59219. }
  59220. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  59221. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  59222. import { Mesh } from "babylonjs/Meshes/mesh";
  59223. import { Scene } from "babylonjs/scene";
  59224. import { Vector3 } from "babylonjs/Maths/math";
  59225. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59226. /**
  59227. * RecastJS navigation plugin
  59228. */
  59229. export class RecastJSPlugin implements INavigationEnginePlugin {
  59230. /**
  59231. * Reference to the Recast library
  59232. */
  59233. bjsRECAST: any;
  59234. /**
  59235. * plugin name
  59236. */
  59237. name: string;
  59238. /**
  59239. * the first navmesh created. We might extend this to support multiple navmeshes
  59240. */
  59241. navMesh: any;
  59242. /**
  59243. * Initializes the recastJS plugin
  59244. * @param recastInjection can be used to inject your own recast reference
  59245. */
  59246. constructor(recastInjection?: any);
  59247. /**
  59248. * Creates a navigation mesh
  59249. * @param meshes array of all the geometry used to compute the navigatio mesh
  59250. * @param parameters bunch of parameters used to filter geometry
  59251. */
  59252. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  59253. /**
  59254. * Create a navigation mesh debug mesh
  59255. * @param scene is where the mesh will be added
  59256. * @returns debug display mesh
  59257. */
  59258. createDebugNavMesh(scene: Scene): Mesh;
  59259. /**
  59260. * Get a navigation mesh constrained position, closest to the parameter position
  59261. * @param position world position
  59262. * @returns the closest point to position constrained by the navigation mesh
  59263. */
  59264. getClosestPoint(position: Vector3): Vector3;
  59265. /**
  59266. * Get a navigation mesh constrained position, within a particular radius
  59267. * @param position world position
  59268. * @param maxRadius the maximum distance to the constrained world position
  59269. * @returns the closest point to position constrained by the navigation mesh
  59270. */
  59271. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  59272. /**
  59273. * Compute the final position from a segment made of destination-position
  59274. * @param position world position
  59275. * @param destination world position
  59276. * @returns the resulting point along the navmesh
  59277. */
  59278. moveAlong(position: Vector3, destination: Vector3): Vector3;
  59279. /**
  59280. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  59281. * @param start world position
  59282. * @param end world position
  59283. * @returns array containing world position composing the path
  59284. */
  59285. computePath(start: Vector3, end: Vector3): Vector3[];
  59286. /**
  59287. * Create a new Crowd so you can add agents
  59288. * @param maxAgents the maximum agent count in the crowd
  59289. * @param maxAgentRadius the maximum radius an agent can have
  59290. * @param scene to attach the crowd to
  59291. * @returns the crowd you can add agents to
  59292. */
  59293. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  59294. /**
  59295. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59296. * The queries will try to find a solution within those bounds
  59297. * default is (1,1,1)
  59298. * @param extent x,y,z value that define the extent around the queries point of reference
  59299. */
  59300. setDefaultQueryExtent(extent: Vector3): void;
  59301. /**
  59302. * Get the Bounding box extent specified by setDefaultQueryExtent
  59303. * @returns the box extent values
  59304. */
  59305. getDefaultQueryExtent(): Vector3;
  59306. /**
  59307. * Disposes
  59308. */
  59309. dispose(): void;
  59310. /**
  59311. * If this plugin is supported
  59312. * @returns true if plugin is supported
  59313. */
  59314. isSupported(): boolean;
  59315. }
  59316. /**
  59317. * Recast detour crowd implementation
  59318. */
  59319. export class RecastJSCrowd implements ICrowd {
  59320. /**
  59321. * Recast/detour plugin
  59322. */
  59323. bjsRECASTPlugin: RecastJSPlugin;
  59324. /**
  59325. * Link to the detour crowd
  59326. */
  59327. recastCrowd: any;
  59328. /**
  59329. * One transform per agent
  59330. */
  59331. transforms: TransformNode[];
  59332. /**
  59333. * All agents created
  59334. */
  59335. agents: number[];
  59336. /**
  59337. * Link to the scene is kept to unregister the crowd from the scene
  59338. */
  59339. private _scene;
  59340. /**
  59341. * Observer for crowd updates
  59342. */
  59343. private _onBeforeAnimationsObserver;
  59344. /**
  59345. * Constructor
  59346. * @param plugin recastJS plugin
  59347. * @param maxAgents the maximum agent count in the crowd
  59348. * @param maxAgentRadius the maximum radius an agent can have
  59349. * @param scene to attach the crowd to
  59350. * @returns the crowd you can add agents to
  59351. */
  59352. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  59353. /**
  59354. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  59355. * You can attach anything to that node. The node position is updated in the scene update tick.
  59356. * @param pos world position that will be constrained by the navigation mesh
  59357. * @param parameters agent parameters
  59358. * @param transform hooked to the agent that will be update by the scene
  59359. * @returns agent index
  59360. */
  59361. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  59362. /**
  59363. * Returns the agent position in world space
  59364. * @param index agent index returned by addAgent
  59365. * @returns world space position
  59366. */
  59367. getAgentPosition(index: number): Vector3;
  59368. /**
  59369. * Returns the agent velocity in world space
  59370. * @param index agent index returned by addAgent
  59371. * @returns world space velocity
  59372. */
  59373. getAgentVelocity(index: number): Vector3;
  59374. /**
  59375. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  59376. * @param index agent index returned by addAgent
  59377. * @param destination targeted world position
  59378. */
  59379. agentGoto(index: number, destination: Vector3): void;
  59380. /**
  59381. * remove a particular agent previously created
  59382. * @param index agent index returned by addAgent
  59383. */
  59384. removeAgent(index: number): void;
  59385. /**
  59386. * get the list of all agents attached to this crowd
  59387. * @returns list of agent indices
  59388. */
  59389. getAgents(): number[];
  59390. /**
  59391. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  59392. * @param deltaTime in seconds
  59393. */
  59394. update(deltaTime: number): void;
  59395. /**
  59396. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59397. * The queries will try to find a solution within those bounds
  59398. * default is (1,1,1)
  59399. * @param extent x,y,z value that define the extent around the queries point of reference
  59400. */
  59401. setDefaultQueryExtent(extent: Vector3): void;
  59402. /**
  59403. * Get the Bounding box extent specified by setDefaultQueryExtent
  59404. * @returns the box extent values
  59405. */
  59406. getDefaultQueryExtent(): Vector3;
  59407. /**
  59408. * Release all resources
  59409. */
  59410. dispose(): void;
  59411. }
  59412. }
  59413. declare module "babylonjs/Navigation/Plugins/index" {
  59414. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  59415. }
  59416. declare module "babylonjs/Navigation/index" {
  59417. export * from "babylonjs/Navigation/INavigationEngine";
  59418. export * from "babylonjs/Navigation/Plugins/index";
  59419. }
  59420. declare module "babylonjs/Offline/database" {
  59421. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  59422. /**
  59423. * Class used to enable access to IndexedDB
  59424. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  59425. */
  59426. export class Database implements IOfflineProvider {
  59427. private _callbackManifestChecked;
  59428. private _currentSceneUrl;
  59429. private _db;
  59430. private _enableSceneOffline;
  59431. private _enableTexturesOffline;
  59432. private _manifestVersionFound;
  59433. private _mustUpdateRessources;
  59434. private _hasReachedQuota;
  59435. private _isSupported;
  59436. private _idbFactory;
  59437. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  59438. private static IsUASupportingBlobStorage;
  59439. /**
  59440. * Gets a boolean indicating if Database storate is enabled (off by default)
  59441. */
  59442. static IDBStorageEnabled: boolean;
  59443. /**
  59444. * Gets a boolean indicating if scene must be saved in the database
  59445. */
  59446. readonly enableSceneOffline: boolean;
  59447. /**
  59448. * Gets a boolean indicating if textures must be saved in the database
  59449. */
  59450. readonly enableTexturesOffline: boolean;
  59451. /**
  59452. * Creates a new Database
  59453. * @param urlToScene defines the url to load the scene
  59454. * @param callbackManifestChecked defines the callback to use when manifest is checked
  59455. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  59456. */
  59457. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  59458. private static _ParseURL;
  59459. private static _ReturnFullUrlLocation;
  59460. private _checkManifestFile;
  59461. /**
  59462. * Open the database and make it available
  59463. * @param successCallback defines the callback to call on success
  59464. * @param errorCallback defines the callback to call on error
  59465. */
  59466. open(successCallback: () => void, errorCallback: () => void): void;
  59467. /**
  59468. * Loads an image from the database
  59469. * @param url defines the url to load from
  59470. * @param image defines the target DOM image
  59471. */
  59472. loadImage(url: string, image: HTMLImageElement): void;
  59473. private _loadImageFromDBAsync;
  59474. private _saveImageIntoDBAsync;
  59475. private _checkVersionFromDB;
  59476. private _loadVersionFromDBAsync;
  59477. private _saveVersionIntoDBAsync;
  59478. /**
  59479. * Loads a file from database
  59480. * @param url defines the URL to load from
  59481. * @param sceneLoaded defines a callback to call on success
  59482. * @param progressCallBack defines a callback to call when progress changed
  59483. * @param errorCallback defines a callback to call on error
  59484. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  59485. */
  59486. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  59487. private _loadFileAsync;
  59488. private _saveFileAsync;
  59489. /**
  59490. * Validates if xhr data is correct
  59491. * @param xhr defines the request to validate
  59492. * @param dataType defines the expected data type
  59493. * @returns true if data is correct
  59494. */
  59495. private static _ValidateXHRData;
  59496. }
  59497. }
  59498. declare module "babylonjs/Offline/index" {
  59499. export * from "babylonjs/Offline/database";
  59500. export * from "babylonjs/Offline/IOfflineProvider";
  59501. }
  59502. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  59503. /** @hidden */
  59504. export var gpuUpdateParticlesPixelShader: {
  59505. name: string;
  59506. shader: string;
  59507. };
  59508. }
  59509. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  59510. /** @hidden */
  59511. export var gpuUpdateParticlesVertexShader: {
  59512. name: string;
  59513. shader: string;
  59514. };
  59515. }
  59516. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  59517. /** @hidden */
  59518. export var clipPlaneFragmentDeclaration2: {
  59519. name: string;
  59520. shader: string;
  59521. };
  59522. }
  59523. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  59524. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  59525. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  59526. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59527. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  59528. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  59529. /** @hidden */
  59530. export var gpuRenderParticlesPixelShader: {
  59531. name: string;
  59532. shader: string;
  59533. };
  59534. }
  59535. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  59536. /** @hidden */
  59537. export var clipPlaneVertexDeclaration2: {
  59538. name: string;
  59539. shader: string;
  59540. };
  59541. }
  59542. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  59543. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  59544. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  59545. /** @hidden */
  59546. export var gpuRenderParticlesVertexShader: {
  59547. name: string;
  59548. shader: string;
  59549. };
  59550. }
  59551. declare module "babylonjs/Particles/gpuParticleSystem" {
  59552. import { Nullable } from "babylonjs/types";
  59553. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  59554. import { Observable } from "babylonjs/Misc/observable";
  59555. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  59556. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59557. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  59558. import { Scene, IDisposable } from "babylonjs/scene";
  59559. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  59560. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  59561. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  59562. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  59563. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  59564. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  59565. /**
  59566. * This represents a GPU particle system in Babylon
  59567. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  59568. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  59569. */
  59570. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  59571. /**
  59572. * The layer mask we are rendering the particles through.
  59573. */
  59574. layerMask: number;
  59575. private _capacity;
  59576. private _activeCount;
  59577. private _currentActiveCount;
  59578. private _accumulatedCount;
  59579. private _renderEffect;
  59580. private _updateEffect;
  59581. private _buffer0;
  59582. private _buffer1;
  59583. private _spriteBuffer;
  59584. private _updateVAO;
  59585. private _renderVAO;
  59586. private _targetIndex;
  59587. private _sourceBuffer;
  59588. private _targetBuffer;
  59589. private _engine;
  59590. private _currentRenderId;
  59591. private _started;
  59592. private _stopped;
  59593. private _timeDelta;
  59594. private _randomTexture;
  59595. private _randomTexture2;
  59596. private _attributesStrideSize;
  59597. private _updateEffectOptions;
  59598. private _randomTextureSize;
  59599. private _actualFrame;
  59600. private readonly _rawTextureWidth;
  59601. /**
  59602. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  59603. */
  59604. static readonly IsSupported: boolean;
  59605. /**
  59606. * An event triggered when the system is disposed.
  59607. */
  59608. onDisposeObservable: Observable<GPUParticleSystem>;
  59609. /**
  59610. * Gets the maximum number of particles active at the same time.
  59611. * @returns The max number of active particles.
  59612. */
  59613. getCapacity(): number;
  59614. /**
  59615. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  59616. * to override the particles.
  59617. */
  59618. forceDepthWrite: boolean;
  59619. /**
  59620. * Gets or set the number of active particles
  59621. */
  59622. activeParticleCount: number;
  59623. private _preWarmDone;
  59624. /**
  59625. * Is this system ready to be used/rendered
  59626. * @return true if the system is ready
  59627. */
  59628. isReady(): boolean;
  59629. /**
  59630. * Gets if the system has been started. (Note: this will still be true after stop is called)
  59631. * @returns True if it has been started, otherwise false.
  59632. */
  59633. isStarted(): boolean;
  59634. /**
  59635. * Starts the particle system and begins to emit
  59636. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  59637. */
  59638. start(delay?: number): void;
  59639. /**
  59640. * Stops the particle system.
  59641. */
  59642. stop(): void;
  59643. /**
  59644. * Remove all active particles
  59645. */
  59646. reset(): void;
  59647. /**
  59648. * Returns the string "GPUParticleSystem"
  59649. * @returns a string containing the class name
  59650. */
  59651. getClassName(): string;
  59652. private _colorGradientsTexture;
  59653. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  59654. /**
  59655. * Adds a new color gradient
  59656. * @param gradient defines the gradient to use (between 0 and 1)
  59657. * @param color1 defines the color to affect to the specified gradient
  59658. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  59659. * @returns the current particle system
  59660. */
  59661. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  59662. /**
  59663. * Remove a specific color gradient
  59664. * @param gradient defines the gradient to remove
  59665. * @returns the current particle system
  59666. */
  59667. removeColorGradient(gradient: number): GPUParticleSystem;
  59668. private _angularSpeedGradientsTexture;
  59669. private _sizeGradientsTexture;
  59670. private _velocityGradientsTexture;
  59671. private _limitVelocityGradientsTexture;
  59672. private _dragGradientsTexture;
  59673. private _addFactorGradient;
  59674. /**
  59675. * Adds a new size gradient
  59676. * @param gradient defines the gradient to use (between 0 and 1)
  59677. * @param factor defines the size factor to affect to the specified gradient
  59678. * @returns the current particle system
  59679. */
  59680. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  59681. /**
  59682. * Remove a specific size gradient
  59683. * @param gradient defines the gradient to remove
  59684. * @returns the current particle system
  59685. */
  59686. removeSizeGradient(gradient: number): GPUParticleSystem;
  59687. /**
  59688. * Adds a new angular speed gradient
  59689. * @param gradient defines the gradient to use (between 0 and 1)
  59690. * @param factor defines the angular speed to affect to the specified gradient
  59691. * @returns the current particle system
  59692. */
  59693. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  59694. /**
  59695. * Remove a specific angular speed gradient
  59696. * @param gradient defines the gradient to remove
  59697. * @returns the current particle system
  59698. */
  59699. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  59700. /**
  59701. * Adds a new velocity gradient
  59702. * @param gradient defines the gradient to use (between 0 and 1)
  59703. * @param factor defines the velocity to affect to the specified gradient
  59704. * @returns the current particle system
  59705. */
  59706. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  59707. /**
  59708. * Remove a specific velocity gradient
  59709. * @param gradient defines the gradient to remove
  59710. * @returns the current particle system
  59711. */
  59712. removeVelocityGradient(gradient: number): GPUParticleSystem;
  59713. /**
  59714. * Adds a new limit velocity gradient
  59715. * @param gradient defines the gradient to use (between 0 and 1)
  59716. * @param factor defines the limit velocity value to affect to the specified gradient
  59717. * @returns the current particle system
  59718. */
  59719. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  59720. /**
  59721. * Remove a specific limit velocity gradient
  59722. * @param gradient defines the gradient to remove
  59723. * @returns the current particle system
  59724. */
  59725. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  59726. /**
  59727. * Adds a new drag gradient
  59728. * @param gradient defines the gradient to use (between 0 and 1)
  59729. * @param factor defines the drag value to affect to the specified gradient
  59730. * @returns the current particle system
  59731. */
  59732. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  59733. /**
  59734. * Remove a specific drag gradient
  59735. * @param gradient defines the gradient to remove
  59736. * @returns the current particle system
  59737. */
  59738. removeDragGradient(gradient: number): GPUParticleSystem;
  59739. /**
  59740. * Not supported by GPUParticleSystem
  59741. * @param gradient defines the gradient to use (between 0 and 1)
  59742. * @param factor defines the emit rate value to affect to the specified gradient
  59743. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59744. * @returns the current particle system
  59745. */
  59746. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59747. /**
  59748. * Not supported by GPUParticleSystem
  59749. * @param gradient defines the gradient to remove
  59750. * @returns the current particle system
  59751. */
  59752. removeEmitRateGradient(gradient: number): IParticleSystem;
  59753. /**
  59754. * Not supported by GPUParticleSystem
  59755. * @param gradient defines the gradient to use (between 0 and 1)
  59756. * @param factor defines the start size value to affect to the specified gradient
  59757. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59758. * @returns the current particle system
  59759. */
  59760. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59761. /**
  59762. * Not supported by GPUParticleSystem
  59763. * @param gradient defines the gradient to remove
  59764. * @returns the current particle system
  59765. */
  59766. removeStartSizeGradient(gradient: number): IParticleSystem;
  59767. /**
  59768. * Not supported by GPUParticleSystem
  59769. * @param gradient defines the gradient to use (between 0 and 1)
  59770. * @param min defines the color remap minimal range
  59771. * @param max defines the color remap maximal range
  59772. * @returns the current particle system
  59773. */
  59774. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59775. /**
  59776. * Not supported by GPUParticleSystem
  59777. * @param gradient defines the gradient to remove
  59778. * @returns the current particle system
  59779. */
  59780. removeColorRemapGradient(): IParticleSystem;
  59781. /**
  59782. * Not supported by GPUParticleSystem
  59783. * @param gradient defines the gradient to use (between 0 and 1)
  59784. * @param min defines the alpha remap minimal range
  59785. * @param max defines the alpha remap maximal range
  59786. * @returns the current particle system
  59787. */
  59788. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59789. /**
  59790. * Not supported by GPUParticleSystem
  59791. * @param gradient defines the gradient to remove
  59792. * @returns the current particle system
  59793. */
  59794. removeAlphaRemapGradient(): IParticleSystem;
  59795. /**
  59796. * Not supported by GPUParticleSystem
  59797. * @param gradient defines the gradient to use (between 0 and 1)
  59798. * @param color defines the color to affect to the specified gradient
  59799. * @returns the current particle system
  59800. */
  59801. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  59802. /**
  59803. * Not supported by GPUParticleSystem
  59804. * @param gradient defines the gradient to remove
  59805. * @returns the current particle system
  59806. */
  59807. removeRampGradient(): IParticleSystem;
  59808. /**
  59809. * Not supported by GPUParticleSystem
  59810. * @returns the list of ramp gradients
  59811. */
  59812. getRampGradients(): Nullable<Array<Color3Gradient>>;
  59813. /**
  59814. * Not supported by GPUParticleSystem
  59815. * Gets or sets a boolean indicating that ramp gradients must be used
  59816. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  59817. */
  59818. useRampGradients: boolean;
  59819. /**
  59820. * Not supported by GPUParticleSystem
  59821. * @param gradient defines the gradient to use (between 0 and 1)
  59822. * @param factor defines the life time factor to affect to the specified gradient
  59823. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59824. * @returns the current particle system
  59825. */
  59826. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59827. /**
  59828. * Not supported by GPUParticleSystem
  59829. * @param gradient defines the gradient to remove
  59830. * @returns the current particle system
  59831. */
  59832. removeLifeTimeGradient(gradient: number): IParticleSystem;
  59833. /**
  59834. * Instantiates a GPU particle system.
  59835. * 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.
  59836. * @param name The name of the particle system
  59837. * @param options The options used to create the system
  59838. * @param scene The scene the particle system belongs to
  59839. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  59840. */
  59841. constructor(name: string, options: Partial<{
  59842. capacity: number;
  59843. randomTextureSize: number;
  59844. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  59845. protected _reset(): void;
  59846. private _createUpdateVAO;
  59847. private _createRenderVAO;
  59848. private _initialize;
  59849. /** @hidden */
  59850. _recreateUpdateEffect(): void;
  59851. /** @hidden */
  59852. _recreateRenderEffect(): void;
  59853. /**
  59854. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  59855. * @param preWarm defines if we are in the pre-warmimg phase
  59856. */
  59857. animate(preWarm?: boolean): void;
  59858. private _createFactorGradientTexture;
  59859. private _createSizeGradientTexture;
  59860. private _createAngularSpeedGradientTexture;
  59861. private _createVelocityGradientTexture;
  59862. private _createLimitVelocityGradientTexture;
  59863. private _createDragGradientTexture;
  59864. private _createColorGradientTexture;
  59865. /**
  59866. * Renders the particle system in its current state
  59867. * @param preWarm defines if the system should only update the particles but not render them
  59868. * @returns the current number of particles
  59869. */
  59870. render(preWarm?: boolean): number;
  59871. /**
  59872. * Rebuilds the particle system
  59873. */
  59874. rebuild(): void;
  59875. private _releaseBuffers;
  59876. private _releaseVAOs;
  59877. /**
  59878. * Disposes the particle system and free the associated resources
  59879. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  59880. */
  59881. dispose(disposeTexture?: boolean): void;
  59882. /**
  59883. * Clones the particle system.
  59884. * @param name The name of the cloned object
  59885. * @param newEmitter The new emitter to use
  59886. * @returns the cloned particle system
  59887. */
  59888. clone(name: string, newEmitter: any): GPUParticleSystem;
  59889. /**
  59890. * Serializes the particle system to a JSON object.
  59891. * @returns the JSON object
  59892. */
  59893. serialize(): any;
  59894. /**
  59895. * Parses a JSON object to create a GPU particle system.
  59896. * @param parsedParticleSystem The JSON object to parse
  59897. * @param scene The scene to create the particle system in
  59898. * @param rootUrl The root url to use to load external dependencies like texture
  59899. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  59900. * @returns the parsed GPU particle system
  59901. */
  59902. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  59903. }
  59904. }
  59905. declare module "babylonjs/Particles/particleSystemSet" {
  59906. import { Nullable } from "babylonjs/types";
  59907. import { Color3 } from "babylonjs/Maths/math.color";
  59908. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59909. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59910. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59911. import { Scene, IDisposable } from "babylonjs/scene";
  59912. /**
  59913. * Represents a set of particle systems working together to create a specific effect
  59914. */
  59915. export class ParticleSystemSet implements IDisposable {
  59916. private _emitterCreationOptions;
  59917. private _emitterNode;
  59918. /**
  59919. * Gets the particle system list
  59920. */
  59921. systems: IParticleSystem[];
  59922. /**
  59923. * Gets the emitter node used with this set
  59924. */
  59925. readonly emitterNode: Nullable<TransformNode>;
  59926. /**
  59927. * Creates a new emitter mesh as a sphere
  59928. * @param options defines the options used to create the sphere
  59929. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  59930. * @param scene defines the hosting scene
  59931. */
  59932. setEmitterAsSphere(options: {
  59933. diameter: number;
  59934. segments: number;
  59935. color: Color3;
  59936. }, renderingGroupId: number, scene: Scene): void;
  59937. /**
  59938. * Starts all particle systems of the set
  59939. * @param emitter defines an optional mesh to use as emitter for the particle systems
  59940. */
  59941. start(emitter?: AbstractMesh): void;
  59942. /**
  59943. * Release all associated resources
  59944. */
  59945. dispose(): void;
  59946. /**
  59947. * Serialize the set into a JSON compatible object
  59948. * @returns a JSON compatible representation of the set
  59949. */
  59950. serialize(): any;
  59951. /**
  59952. * Parse a new ParticleSystemSet from a serialized source
  59953. * @param data defines a JSON compatible representation of the set
  59954. * @param scene defines the hosting scene
  59955. * @param gpu defines if we want GPU particles or CPU particles
  59956. * @returns a new ParticleSystemSet
  59957. */
  59958. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  59959. }
  59960. }
  59961. declare module "babylonjs/Particles/particleHelper" {
  59962. import { Nullable } from "babylonjs/types";
  59963. import { Scene } from "babylonjs/scene";
  59964. import { Vector3 } from "babylonjs/Maths/math.vector";
  59965. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59966. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59967. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  59968. /**
  59969. * This class is made for on one-liner static method to help creating particle system set.
  59970. */
  59971. export class ParticleHelper {
  59972. /**
  59973. * Gets or sets base Assets URL
  59974. */
  59975. static BaseAssetsUrl: string;
  59976. /**
  59977. * Create a default particle system that you can tweak
  59978. * @param emitter defines the emitter to use
  59979. * @param capacity defines the system capacity (default is 500 particles)
  59980. * @param scene defines the hosting scene
  59981. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  59982. * @returns the new Particle system
  59983. */
  59984. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  59985. /**
  59986. * This is the main static method (one-liner) of this helper to create different particle systems
  59987. * @param type This string represents the type to the particle system to create
  59988. * @param scene The scene where the particle system should live
  59989. * @param gpu If the system will use gpu
  59990. * @returns the ParticleSystemSet created
  59991. */
  59992. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  59993. /**
  59994. * Static function used to export a particle system to a ParticleSystemSet variable.
  59995. * Please note that the emitter shape is not exported
  59996. * @param systems defines the particle systems to export
  59997. * @returns the created particle system set
  59998. */
  59999. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  60000. }
  60001. }
  60002. declare module "babylonjs/Particles/particleSystemComponent" {
  60003. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  60004. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  60005. import "babylonjs/Shaders/particles.vertex";
  60006. module "babylonjs/Engines/engine" {
  60007. interface Engine {
  60008. /**
  60009. * Create an effect to use with particle systems.
  60010. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  60011. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  60012. * @param uniformsNames defines a list of attribute names
  60013. * @param samplers defines an array of string used to represent textures
  60014. * @param defines defines the string containing the defines to use to compile the shaders
  60015. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  60016. * @param onCompiled defines a function to call when the effect creation is successful
  60017. * @param onError defines a function to call when the effect creation has failed
  60018. * @returns the new Effect
  60019. */
  60020. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  60021. }
  60022. }
  60023. module "babylonjs/Meshes/mesh" {
  60024. interface Mesh {
  60025. /**
  60026. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  60027. * @returns an array of IParticleSystem
  60028. */
  60029. getEmittedParticleSystems(): IParticleSystem[];
  60030. /**
  60031. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  60032. * @returns an array of IParticleSystem
  60033. */
  60034. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  60035. }
  60036. }
  60037. /**
  60038. * @hidden
  60039. */
  60040. export var _IDoNeedToBeInTheBuild: number;
  60041. }
  60042. declare module "babylonjs/Particles/index" {
  60043. export * from "babylonjs/Particles/baseParticleSystem";
  60044. export * from "babylonjs/Particles/EmitterTypes/index";
  60045. export * from "babylonjs/Particles/gpuParticleSystem";
  60046. export * from "babylonjs/Particles/IParticleSystem";
  60047. export * from "babylonjs/Particles/particle";
  60048. export * from "babylonjs/Particles/particleHelper";
  60049. export * from "babylonjs/Particles/particleSystem";
  60050. export * from "babylonjs/Particles/particleSystemComponent";
  60051. export * from "babylonjs/Particles/particleSystemSet";
  60052. export * from "babylonjs/Particles/solidParticle";
  60053. export * from "babylonjs/Particles/solidParticleSystem";
  60054. export * from "babylonjs/Particles/subEmitter";
  60055. }
  60056. declare module "babylonjs/Physics/physicsEngineComponent" {
  60057. import { Nullable } from "babylonjs/types";
  60058. import { Observable, Observer } from "babylonjs/Misc/observable";
  60059. import { Vector3 } from "babylonjs/Maths/math.vector";
  60060. import { Mesh } from "babylonjs/Meshes/mesh";
  60061. import { ISceneComponent } from "babylonjs/sceneComponent";
  60062. import { Scene } from "babylonjs/scene";
  60063. import { Node } from "babylonjs/node";
  60064. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  60065. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  60066. module "babylonjs/scene" {
  60067. interface Scene {
  60068. /** @hidden (Backing field) */
  60069. _physicsEngine: Nullable<IPhysicsEngine>;
  60070. /**
  60071. * Gets the current physics engine
  60072. * @returns a IPhysicsEngine or null if none attached
  60073. */
  60074. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  60075. /**
  60076. * Enables physics to the current scene
  60077. * @param gravity defines the scene's gravity for the physics engine
  60078. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  60079. * @return a boolean indicating if the physics engine was initialized
  60080. */
  60081. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  60082. /**
  60083. * Disables and disposes the physics engine associated with the scene
  60084. */
  60085. disablePhysicsEngine(): void;
  60086. /**
  60087. * Gets a boolean indicating if there is an active physics engine
  60088. * @returns a boolean indicating if there is an active physics engine
  60089. */
  60090. isPhysicsEnabled(): boolean;
  60091. /**
  60092. * Deletes a physics compound impostor
  60093. * @param compound defines the compound to delete
  60094. */
  60095. deleteCompoundImpostor(compound: any): void;
  60096. /**
  60097. * An event triggered when physic simulation is about to be run
  60098. */
  60099. onBeforePhysicsObservable: Observable<Scene>;
  60100. /**
  60101. * An event triggered when physic simulation has been done
  60102. */
  60103. onAfterPhysicsObservable: Observable<Scene>;
  60104. }
  60105. }
  60106. module "babylonjs/Meshes/abstractMesh" {
  60107. interface AbstractMesh {
  60108. /** @hidden */
  60109. _physicsImpostor: Nullable<PhysicsImpostor>;
  60110. /**
  60111. * Gets or sets impostor used for physic simulation
  60112. * @see http://doc.babylonjs.com/features/physics_engine
  60113. */
  60114. physicsImpostor: Nullable<PhysicsImpostor>;
  60115. /**
  60116. * Gets the current physics impostor
  60117. * @see http://doc.babylonjs.com/features/physics_engine
  60118. * @returns a physics impostor or null
  60119. */
  60120. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  60121. /** Apply a physic impulse to the mesh
  60122. * @param force defines the force to apply
  60123. * @param contactPoint defines where to apply the force
  60124. * @returns the current mesh
  60125. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  60126. */
  60127. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  60128. /**
  60129. * Creates a physic joint between two meshes
  60130. * @param otherMesh defines the other mesh to use
  60131. * @param pivot1 defines the pivot to use on this mesh
  60132. * @param pivot2 defines the pivot to use on the other mesh
  60133. * @param options defines additional options (can be plugin dependent)
  60134. * @returns the current mesh
  60135. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  60136. */
  60137. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  60138. /** @hidden */
  60139. _disposePhysicsObserver: Nullable<Observer<Node>>;
  60140. }
  60141. }
  60142. /**
  60143. * Defines the physics engine scene component responsible to manage a physics engine
  60144. */
  60145. export class PhysicsEngineSceneComponent implements ISceneComponent {
  60146. /**
  60147. * The component name helpful to identify the component in the list of scene components.
  60148. */
  60149. readonly name: string;
  60150. /**
  60151. * The scene the component belongs to.
  60152. */
  60153. scene: Scene;
  60154. /**
  60155. * Creates a new instance of the component for the given scene
  60156. * @param scene Defines the scene to register the component in
  60157. */
  60158. constructor(scene: Scene);
  60159. /**
  60160. * Registers the component in a given scene
  60161. */
  60162. register(): void;
  60163. /**
  60164. * Rebuilds the elements related to this component in case of
  60165. * context lost for instance.
  60166. */
  60167. rebuild(): void;
  60168. /**
  60169. * Disposes the component and the associated ressources
  60170. */
  60171. dispose(): void;
  60172. }
  60173. }
  60174. declare module "babylonjs/Physics/physicsHelper" {
  60175. import { Nullable } from "babylonjs/types";
  60176. import { Vector3 } from "babylonjs/Maths/math.vector";
  60177. import { Mesh } from "babylonjs/Meshes/mesh";
  60178. import { Scene } from "babylonjs/scene";
  60179. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  60180. /**
  60181. * A helper for physics simulations
  60182. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60183. */
  60184. export class PhysicsHelper {
  60185. private _scene;
  60186. private _physicsEngine;
  60187. /**
  60188. * Initializes the Physics helper
  60189. * @param scene Babylon.js scene
  60190. */
  60191. constructor(scene: Scene);
  60192. /**
  60193. * Applies a radial explosion impulse
  60194. * @param origin the origin of the explosion
  60195. * @param radiusOrEventOptions the radius or the options of radial explosion
  60196. * @param strength the explosion strength
  60197. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60198. * @returns A physics radial explosion event, or null
  60199. */
  60200. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  60201. /**
  60202. * Applies a radial explosion force
  60203. * @param origin the origin of the explosion
  60204. * @param radiusOrEventOptions the radius or the options of radial explosion
  60205. * @param strength the explosion strength
  60206. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60207. * @returns A physics radial explosion event, or null
  60208. */
  60209. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  60210. /**
  60211. * Creates a gravitational field
  60212. * @param origin the origin of the explosion
  60213. * @param radiusOrEventOptions the radius or the options of radial explosion
  60214. * @param strength the explosion strength
  60215. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60216. * @returns A physics gravitational field event, or null
  60217. */
  60218. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  60219. /**
  60220. * Creates a physics updraft event
  60221. * @param origin the origin of the updraft
  60222. * @param radiusOrEventOptions the radius or the options of the updraft
  60223. * @param strength the strength of the updraft
  60224. * @param height the height of the updraft
  60225. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  60226. * @returns A physics updraft event, or null
  60227. */
  60228. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  60229. /**
  60230. * Creates a physics vortex event
  60231. * @param origin the of the vortex
  60232. * @param radiusOrEventOptions the radius or the options of the vortex
  60233. * @param strength the strength of the vortex
  60234. * @param height the height of the vortex
  60235. * @returns a Physics vortex event, or null
  60236. * A physics vortex event or null
  60237. */
  60238. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  60239. }
  60240. /**
  60241. * Represents a physics radial explosion event
  60242. */
  60243. class PhysicsRadialExplosionEvent {
  60244. private _scene;
  60245. private _options;
  60246. private _sphere;
  60247. private _dataFetched;
  60248. /**
  60249. * Initializes a radial explosioin event
  60250. * @param _scene BabylonJS scene
  60251. * @param _options The options for the vortex event
  60252. */
  60253. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  60254. /**
  60255. * Returns the data related to the radial explosion event (sphere).
  60256. * @returns The radial explosion event data
  60257. */
  60258. getData(): PhysicsRadialExplosionEventData;
  60259. /**
  60260. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  60261. * @param impostor A physics imposter
  60262. * @param origin the origin of the explosion
  60263. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  60264. */
  60265. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  60266. /**
  60267. * Triggers affecterd impostors callbacks
  60268. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  60269. */
  60270. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  60271. /**
  60272. * Disposes the sphere.
  60273. * @param force Specifies if the sphere should be disposed by force
  60274. */
  60275. dispose(force?: boolean): void;
  60276. /*** Helpers ***/
  60277. private _prepareSphere;
  60278. private _intersectsWithSphere;
  60279. }
  60280. /**
  60281. * Represents a gravitational field event
  60282. */
  60283. class PhysicsGravitationalFieldEvent {
  60284. private _physicsHelper;
  60285. private _scene;
  60286. private _origin;
  60287. private _options;
  60288. private _tickCallback;
  60289. private _sphere;
  60290. private _dataFetched;
  60291. /**
  60292. * Initializes the physics gravitational field event
  60293. * @param _physicsHelper A physics helper
  60294. * @param _scene BabylonJS scene
  60295. * @param _origin The origin position of the gravitational field event
  60296. * @param _options The options for the vortex event
  60297. */
  60298. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  60299. /**
  60300. * Returns the data related to the gravitational field event (sphere).
  60301. * @returns A gravitational field event
  60302. */
  60303. getData(): PhysicsGravitationalFieldEventData;
  60304. /**
  60305. * Enables the gravitational field.
  60306. */
  60307. enable(): void;
  60308. /**
  60309. * Disables the gravitational field.
  60310. */
  60311. disable(): void;
  60312. /**
  60313. * Disposes the sphere.
  60314. * @param force The force to dispose from the gravitational field event
  60315. */
  60316. dispose(force?: boolean): void;
  60317. private _tick;
  60318. }
  60319. /**
  60320. * Represents a physics updraft event
  60321. */
  60322. class PhysicsUpdraftEvent {
  60323. private _scene;
  60324. private _origin;
  60325. private _options;
  60326. private _physicsEngine;
  60327. private _originTop;
  60328. private _originDirection;
  60329. private _tickCallback;
  60330. private _cylinder;
  60331. private _cylinderPosition;
  60332. private _dataFetched;
  60333. /**
  60334. * Initializes the physics updraft event
  60335. * @param _scene BabylonJS scene
  60336. * @param _origin The origin position of the updraft
  60337. * @param _options The options for the updraft event
  60338. */
  60339. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  60340. /**
  60341. * Returns the data related to the updraft event (cylinder).
  60342. * @returns A physics updraft event
  60343. */
  60344. getData(): PhysicsUpdraftEventData;
  60345. /**
  60346. * Enables the updraft.
  60347. */
  60348. enable(): void;
  60349. /**
  60350. * Disables the updraft.
  60351. */
  60352. disable(): void;
  60353. /**
  60354. * Disposes the cylinder.
  60355. * @param force Specifies if the updraft should be disposed by force
  60356. */
  60357. dispose(force?: boolean): void;
  60358. private getImpostorHitData;
  60359. private _tick;
  60360. /*** Helpers ***/
  60361. private _prepareCylinder;
  60362. private _intersectsWithCylinder;
  60363. }
  60364. /**
  60365. * Represents a physics vortex event
  60366. */
  60367. class PhysicsVortexEvent {
  60368. private _scene;
  60369. private _origin;
  60370. private _options;
  60371. private _physicsEngine;
  60372. private _originTop;
  60373. private _tickCallback;
  60374. private _cylinder;
  60375. private _cylinderPosition;
  60376. private _dataFetched;
  60377. /**
  60378. * Initializes the physics vortex event
  60379. * @param _scene The BabylonJS scene
  60380. * @param _origin The origin position of the vortex
  60381. * @param _options The options for the vortex event
  60382. */
  60383. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  60384. /**
  60385. * Returns the data related to the vortex event (cylinder).
  60386. * @returns The physics vortex event data
  60387. */
  60388. getData(): PhysicsVortexEventData;
  60389. /**
  60390. * Enables the vortex.
  60391. */
  60392. enable(): void;
  60393. /**
  60394. * Disables the cortex.
  60395. */
  60396. disable(): void;
  60397. /**
  60398. * Disposes the sphere.
  60399. * @param force
  60400. */
  60401. dispose(force?: boolean): void;
  60402. private getImpostorHitData;
  60403. private _tick;
  60404. /*** Helpers ***/
  60405. private _prepareCylinder;
  60406. private _intersectsWithCylinder;
  60407. }
  60408. /**
  60409. * Options fot the radial explosion event
  60410. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60411. */
  60412. export class PhysicsRadialExplosionEventOptions {
  60413. /**
  60414. * The radius of the sphere for the radial explosion.
  60415. */
  60416. radius: number;
  60417. /**
  60418. * The strenth of the explosion.
  60419. */
  60420. strength: number;
  60421. /**
  60422. * The strenght of the force in correspondence to the distance of the affected object
  60423. */
  60424. falloff: PhysicsRadialImpulseFalloff;
  60425. /**
  60426. * Sphere options for the radial explosion.
  60427. */
  60428. sphere: {
  60429. segments: number;
  60430. diameter: number;
  60431. };
  60432. /**
  60433. * Sphere options for the radial explosion.
  60434. */
  60435. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  60436. }
  60437. /**
  60438. * Options fot the updraft event
  60439. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60440. */
  60441. export class PhysicsUpdraftEventOptions {
  60442. /**
  60443. * The radius of the cylinder for the vortex
  60444. */
  60445. radius: number;
  60446. /**
  60447. * The strenth of the updraft.
  60448. */
  60449. strength: number;
  60450. /**
  60451. * The height of the cylinder for the updraft.
  60452. */
  60453. height: number;
  60454. /**
  60455. * The mode for the the updraft.
  60456. */
  60457. updraftMode: PhysicsUpdraftMode;
  60458. }
  60459. /**
  60460. * Options fot the vortex event
  60461. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60462. */
  60463. export class PhysicsVortexEventOptions {
  60464. /**
  60465. * The radius of the cylinder for the vortex
  60466. */
  60467. radius: number;
  60468. /**
  60469. * The strenth of the vortex.
  60470. */
  60471. strength: number;
  60472. /**
  60473. * The height of the cylinder for the vortex.
  60474. */
  60475. height: number;
  60476. /**
  60477. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  60478. */
  60479. centripetalForceThreshold: number;
  60480. /**
  60481. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  60482. */
  60483. centripetalForceMultiplier: number;
  60484. /**
  60485. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  60486. */
  60487. centrifugalForceMultiplier: number;
  60488. /**
  60489. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  60490. */
  60491. updraftForceMultiplier: number;
  60492. }
  60493. /**
  60494. * The strenght of the force in correspondence to the distance of the affected object
  60495. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60496. */
  60497. export enum PhysicsRadialImpulseFalloff {
  60498. /** Defines that impulse is constant in strength across it's whole radius */
  60499. Constant = 0,
  60500. /** Defines that impulse gets weaker if it's further from the origin */
  60501. Linear = 1
  60502. }
  60503. /**
  60504. * The strength of the force in correspondence to the distance of the affected object
  60505. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60506. */
  60507. export enum PhysicsUpdraftMode {
  60508. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  60509. Center = 0,
  60510. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  60511. Perpendicular = 1
  60512. }
  60513. /**
  60514. * Interface for a physics hit data
  60515. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60516. */
  60517. export interface PhysicsHitData {
  60518. /**
  60519. * The force applied at the contact point
  60520. */
  60521. force: Vector3;
  60522. /**
  60523. * The contact point
  60524. */
  60525. contactPoint: Vector3;
  60526. /**
  60527. * The distance from the origin to the contact point
  60528. */
  60529. distanceFromOrigin: number;
  60530. }
  60531. /**
  60532. * Interface for radial explosion event data
  60533. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60534. */
  60535. export interface PhysicsRadialExplosionEventData {
  60536. /**
  60537. * A sphere used for the radial explosion event
  60538. */
  60539. sphere: Mesh;
  60540. }
  60541. /**
  60542. * Interface for gravitational field event data
  60543. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60544. */
  60545. export interface PhysicsGravitationalFieldEventData {
  60546. /**
  60547. * A sphere mesh used for the gravitational field event
  60548. */
  60549. sphere: Mesh;
  60550. }
  60551. /**
  60552. * Interface for updraft event data
  60553. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60554. */
  60555. export interface PhysicsUpdraftEventData {
  60556. /**
  60557. * A cylinder used for the updraft event
  60558. */
  60559. cylinder: Mesh;
  60560. }
  60561. /**
  60562. * Interface for vortex event data
  60563. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60564. */
  60565. export interface PhysicsVortexEventData {
  60566. /**
  60567. * A cylinder used for the vortex event
  60568. */
  60569. cylinder: Mesh;
  60570. }
  60571. /**
  60572. * Interface for an affected physics impostor
  60573. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60574. */
  60575. export interface PhysicsAffectedImpostorWithData {
  60576. /**
  60577. * The impostor affected by the effect
  60578. */
  60579. impostor: PhysicsImpostor;
  60580. /**
  60581. * The data about the hit/horce from the explosion
  60582. */
  60583. hitData: PhysicsHitData;
  60584. }
  60585. }
  60586. declare module "babylonjs/Physics/Plugins/index" {
  60587. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  60588. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  60589. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  60590. }
  60591. declare module "babylonjs/Physics/index" {
  60592. export * from "babylonjs/Physics/IPhysicsEngine";
  60593. export * from "babylonjs/Physics/physicsEngine";
  60594. export * from "babylonjs/Physics/physicsEngineComponent";
  60595. export * from "babylonjs/Physics/physicsHelper";
  60596. export * from "babylonjs/Physics/physicsImpostor";
  60597. export * from "babylonjs/Physics/physicsJoint";
  60598. export * from "babylonjs/Physics/Plugins/index";
  60599. }
  60600. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  60601. /** @hidden */
  60602. export var blackAndWhitePixelShader: {
  60603. name: string;
  60604. shader: string;
  60605. };
  60606. }
  60607. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  60608. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60609. import { Camera } from "babylonjs/Cameras/camera";
  60610. import { Engine } from "babylonjs/Engines/engine";
  60611. import "babylonjs/Shaders/blackAndWhite.fragment";
  60612. /**
  60613. * Post process used to render in black and white
  60614. */
  60615. export class BlackAndWhitePostProcess extends PostProcess {
  60616. /**
  60617. * Linear about to convert he result to black and white (default: 1)
  60618. */
  60619. degree: number;
  60620. /**
  60621. * Creates a black and white post process
  60622. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  60623. * @param name The name of the effect.
  60624. * @param options The required width/height ratio to downsize to before computing the render pass.
  60625. * @param camera The camera to apply the render pass to.
  60626. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60627. * @param engine The engine which the post process will be applied. (default: current engine)
  60628. * @param reusable If the post process can be reused on the same frame. (default: false)
  60629. */
  60630. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60631. }
  60632. }
  60633. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  60634. import { Nullable } from "babylonjs/types";
  60635. import { Camera } from "babylonjs/Cameras/camera";
  60636. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60637. import { Engine } from "babylonjs/Engines/engine";
  60638. /**
  60639. * This represents a set of one or more post processes in Babylon.
  60640. * A post process can be used to apply a shader to a texture after it is rendered.
  60641. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60642. */
  60643. export class PostProcessRenderEffect {
  60644. private _postProcesses;
  60645. private _getPostProcesses;
  60646. private _singleInstance;
  60647. private _cameras;
  60648. private _indicesForCamera;
  60649. /**
  60650. * Name of the effect
  60651. * @hidden
  60652. */
  60653. _name: string;
  60654. /**
  60655. * Instantiates a post process render effect.
  60656. * A post process can be used to apply a shader to a texture after it is rendered.
  60657. * @param engine The engine the effect is tied to
  60658. * @param name The name of the effect
  60659. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  60660. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  60661. */
  60662. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  60663. /**
  60664. * Checks if all the post processes in the effect are supported.
  60665. */
  60666. readonly isSupported: boolean;
  60667. /**
  60668. * Updates the current state of the effect
  60669. * @hidden
  60670. */
  60671. _update(): void;
  60672. /**
  60673. * Attaches the effect on cameras
  60674. * @param cameras The camera to attach to.
  60675. * @hidden
  60676. */
  60677. _attachCameras(cameras: Camera): void;
  60678. /**
  60679. * Attaches the effect on cameras
  60680. * @param cameras The camera to attach to.
  60681. * @hidden
  60682. */
  60683. _attachCameras(cameras: Camera[]): void;
  60684. /**
  60685. * Detaches the effect on cameras
  60686. * @param cameras The camera to detatch from.
  60687. * @hidden
  60688. */
  60689. _detachCameras(cameras: Camera): void;
  60690. /**
  60691. * Detatches the effect on cameras
  60692. * @param cameras The camera to detatch from.
  60693. * @hidden
  60694. */
  60695. _detachCameras(cameras: Camera[]): void;
  60696. /**
  60697. * Enables the effect on given cameras
  60698. * @param cameras The camera to enable.
  60699. * @hidden
  60700. */
  60701. _enable(cameras: Camera): void;
  60702. /**
  60703. * Enables the effect on given cameras
  60704. * @param cameras The camera to enable.
  60705. * @hidden
  60706. */
  60707. _enable(cameras: Nullable<Camera[]>): void;
  60708. /**
  60709. * Disables the effect on the given cameras
  60710. * @param cameras The camera to disable.
  60711. * @hidden
  60712. */
  60713. _disable(cameras: Camera): void;
  60714. /**
  60715. * Disables the effect on the given cameras
  60716. * @param cameras The camera to disable.
  60717. * @hidden
  60718. */
  60719. _disable(cameras: Nullable<Camera[]>): void;
  60720. /**
  60721. * Gets a list of the post processes contained in the effect.
  60722. * @param camera The camera to get the post processes on.
  60723. * @returns The list of the post processes in the effect.
  60724. */
  60725. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  60726. }
  60727. }
  60728. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  60729. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60730. /** @hidden */
  60731. export var extractHighlightsPixelShader: {
  60732. name: string;
  60733. shader: string;
  60734. };
  60735. }
  60736. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  60737. import { Nullable } from "babylonjs/types";
  60738. import { Camera } from "babylonjs/Cameras/camera";
  60739. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60740. import { Engine } from "babylonjs/Engines/engine";
  60741. import "babylonjs/Shaders/extractHighlights.fragment";
  60742. /**
  60743. * 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.
  60744. */
  60745. export class ExtractHighlightsPostProcess extends PostProcess {
  60746. /**
  60747. * The luminance threshold, pixels below this value will be set to black.
  60748. */
  60749. threshold: number;
  60750. /** @hidden */
  60751. _exposure: number;
  60752. /**
  60753. * Post process which has the input texture to be used when performing highlight extraction
  60754. * @hidden
  60755. */
  60756. _inputPostProcess: Nullable<PostProcess>;
  60757. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60758. }
  60759. }
  60760. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  60761. /** @hidden */
  60762. export var bloomMergePixelShader: {
  60763. name: string;
  60764. shader: string;
  60765. };
  60766. }
  60767. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  60768. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60769. import { Nullable } from "babylonjs/types";
  60770. import { Engine } from "babylonjs/Engines/engine";
  60771. import { Camera } from "babylonjs/Cameras/camera";
  60772. import "babylonjs/Shaders/bloomMerge.fragment";
  60773. /**
  60774. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  60775. */
  60776. export class BloomMergePostProcess extends PostProcess {
  60777. /** Weight of the bloom to be added to the original input. */
  60778. weight: number;
  60779. /**
  60780. * Creates a new instance of @see BloomMergePostProcess
  60781. * @param name The name of the effect.
  60782. * @param originalFromInput Post process which's input will be used for the merge.
  60783. * @param blurred Blurred highlights post process which's output will be used.
  60784. * @param weight Weight of the bloom to be added to the original input.
  60785. * @param options The required width/height ratio to downsize to before computing the render pass.
  60786. * @param camera The camera to apply the render pass to.
  60787. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60788. * @param engine The engine which the post process will be applied. (default: current engine)
  60789. * @param reusable If the post process can be reused on the same frame. (default: false)
  60790. * @param textureType Type of textures used when performing the post process. (default: 0)
  60791. * @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)
  60792. */
  60793. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  60794. /** Weight of the bloom to be added to the original input. */
  60795. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60796. }
  60797. }
  60798. declare module "babylonjs/PostProcesses/bloomEffect" {
  60799. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60800. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60801. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  60802. import { Camera } from "babylonjs/Cameras/camera";
  60803. import { Scene } from "babylonjs/scene";
  60804. /**
  60805. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  60806. */
  60807. export class BloomEffect extends PostProcessRenderEffect {
  60808. private bloomScale;
  60809. /**
  60810. * @hidden Internal
  60811. */
  60812. _effects: Array<PostProcess>;
  60813. /**
  60814. * @hidden Internal
  60815. */
  60816. _downscale: ExtractHighlightsPostProcess;
  60817. private _blurX;
  60818. private _blurY;
  60819. private _merge;
  60820. /**
  60821. * The luminance threshold to find bright areas of the image to bloom.
  60822. */
  60823. threshold: number;
  60824. /**
  60825. * The strength of the bloom.
  60826. */
  60827. weight: number;
  60828. /**
  60829. * Specifies the size of the bloom blur kernel, relative to the final output size
  60830. */
  60831. kernel: number;
  60832. /**
  60833. * Creates a new instance of @see BloomEffect
  60834. * @param scene The scene the effect belongs to.
  60835. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  60836. * @param bloomKernel The size of the kernel to be used when applying the blur.
  60837. * @param bloomWeight The the strength of bloom.
  60838. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  60839. * @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)
  60840. */
  60841. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  60842. /**
  60843. * Disposes each of the internal effects for a given camera.
  60844. * @param camera The camera to dispose the effect on.
  60845. */
  60846. disposeEffects(camera: Camera): void;
  60847. /**
  60848. * @hidden Internal
  60849. */
  60850. _updateEffects(): void;
  60851. /**
  60852. * Internal
  60853. * @returns if all the contained post processes are ready.
  60854. * @hidden
  60855. */
  60856. _isReady(): boolean;
  60857. }
  60858. }
  60859. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  60860. /** @hidden */
  60861. export var chromaticAberrationPixelShader: {
  60862. name: string;
  60863. shader: string;
  60864. };
  60865. }
  60866. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  60867. import { Vector2 } from "babylonjs/Maths/math.vector";
  60868. import { Nullable } from "babylonjs/types";
  60869. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60870. import { Camera } from "babylonjs/Cameras/camera";
  60871. import { Engine } from "babylonjs/Engines/engine";
  60872. import "babylonjs/Shaders/chromaticAberration.fragment";
  60873. /**
  60874. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  60875. */
  60876. export class ChromaticAberrationPostProcess extends PostProcess {
  60877. /**
  60878. * The amount of seperation of rgb channels (default: 30)
  60879. */
  60880. aberrationAmount: number;
  60881. /**
  60882. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  60883. */
  60884. radialIntensity: number;
  60885. /**
  60886. * 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))
  60887. */
  60888. direction: Vector2;
  60889. /**
  60890. * 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))
  60891. */
  60892. centerPosition: Vector2;
  60893. /**
  60894. * Creates a new instance ChromaticAberrationPostProcess
  60895. * @param name The name of the effect.
  60896. * @param screenWidth The width of the screen to apply the effect on.
  60897. * @param screenHeight The height of the screen to apply the effect on.
  60898. * @param options The required width/height ratio to downsize to before computing the render pass.
  60899. * @param camera The camera to apply the render pass to.
  60900. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60901. * @param engine The engine which the post process will be applied. (default: current engine)
  60902. * @param reusable If the post process can be reused on the same frame. (default: false)
  60903. * @param textureType Type of textures used when performing the post process. (default: 0)
  60904. * @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)
  60905. */
  60906. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60907. }
  60908. }
  60909. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  60910. /** @hidden */
  60911. export var circleOfConfusionPixelShader: {
  60912. name: string;
  60913. shader: string;
  60914. };
  60915. }
  60916. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  60917. import { Nullable } from "babylonjs/types";
  60918. import { Engine } from "babylonjs/Engines/engine";
  60919. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60920. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  60921. import { Camera } from "babylonjs/Cameras/camera";
  60922. import "babylonjs/Shaders/circleOfConfusion.fragment";
  60923. /**
  60924. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  60925. */
  60926. export class CircleOfConfusionPostProcess extends PostProcess {
  60927. /**
  60928. * 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.
  60929. */
  60930. lensSize: number;
  60931. /**
  60932. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  60933. */
  60934. fStop: number;
  60935. /**
  60936. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  60937. */
  60938. focusDistance: number;
  60939. /**
  60940. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  60941. */
  60942. focalLength: number;
  60943. private _depthTexture;
  60944. /**
  60945. * Creates a new instance CircleOfConfusionPostProcess
  60946. * @param name The name of the effect.
  60947. * @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.
  60948. * @param options The required width/height ratio to downsize to before computing the render pass.
  60949. * @param camera The camera to apply the render pass to.
  60950. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60951. * @param engine The engine which the post process will be applied. (default: current engine)
  60952. * @param reusable If the post process can be reused on the same frame. (default: false)
  60953. * @param textureType Type of textures used when performing the post process. (default: 0)
  60954. * @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)
  60955. */
  60956. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60957. /**
  60958. * 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.
  60959. */
  60960. depthTexture: RenderTargetTexture;
  60961. }
  60962. }
  60963. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  60964. /** @hidden */
  60965. export var colorCorrectionPixelShader: {
  60966. name: string;
  60967. shader: string;
  60968. };
  60969. }
  60970. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  60971. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60972. import { Engine } from "babylonjs/Engines/engine";
  60973. import { Camera } from "babylonjs/Cameras/camera";
  60974. import "babylonjs/Shaders/colorCorrection.fragment";
  60975. /**
  60976. *
  60977. * This post-process allows the modification of rendered colors by using
  60978. * a 'look-up table' (LUT). This effect is also called Color Grading.
  60979. *
  60980. * The object needs to be provided an url to a texture containing the color
  60981. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  60982. * Use an image editing software to tweak the LUT to match your needs.
  60983. *
  60984. * For an example of a color LUT, see here:
  60985. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  60986. * For explanations on color grading, see here:
  60987. * @see http://udn.epicgames.com/Three/ColorGrading.html
  60988. *
  60989. */
  60990. export class ColorCorrectionPostProcess extends PostProcess {
  60991. private _colorTableTexture;
  60992. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60993. }
  60994. }
  60995. declare module "babylonjs/Shaders/convolution.fragment" {
  60996. /** @hidden */
  60997. export var convolutionPixelShader: {
  60998. name: string;
  60999. shader: string;
  61000. };
  61001. }
  61002. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  61003. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61004. import { Nullable } from "babylonjs/types";
  61005. import { Camera } from "babylonjs/Cameras/camera";
  61006. import { Engine } from "babylonjs/Engines/engine";
  61007. import "babylonjs/Shaders/convolution.fragment";
  61008. /**
  61009. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  61010. * input texture to perform effects such as edge detection or sharpening
  61011. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  61012. */
  61013. export class ConvolutionPostProcess extends PostProcess {
  61014. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  61015. kernel: number[];
  61016. /**
  61017. * Creates a new instance ConvolutionPostProcess
  61018. * @param name The name of the effect.
  61019. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  61020. * @param options The required width/height ratio to downsize to before computing the render pass.
  61021. * @param camera The camera to apply the render pass to.
  61022. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61023. * @param engine The engine which the post process will be applied. (default: current engine)
  61024. * @param reusable If the post process can be reused on the same frame. (default: false)
  61025. * @param textureType Type of textures used when performing the post process. (default: 0)
  61026. */
  61027. constructor(name: string,
  61028. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  61029. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61030. /**
  61031. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61032. */
  61033. static EdgeDetect0Kernel: number[];
  61034. /**
  61035. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61036. */
  61037. static EdgeDetect1Kernel: number[];
  61038. /**
  61039. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61040. */
  61041. static EdgeDetect2Kernel: number[];
  61042. /**
  61043. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61044. */
  61045. static SharpenKernel: number[];
  61046. /**
  61047. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61048. */
  61049. static EmbossKernel: number[];
  61050. /**
  61051. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61052. */
  61053. static GaussianKernel: number[];
  61054. }
  61055. }
  61056. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  61057. import { Nullable } from "babylonjs/types";
  61058. import { Vector2 } from "babylonjs/Maths/math.vector";
  61059. import { Camera } from "babylonjs/Cameras/camera";
  61060. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61061. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  61062. import { Engine } from "babylonjs/Engines/engine";
  61063. import { Scene } from "babylonjs/scene";
  61064. /**
  61065. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  61066. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  61067. * based on samples that have a large difference in distance than the center pixel.
  61068. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  61069. */
  61070. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  61071. direction: Vector2;
  61072. /**
  61073. * Creates a new instance CircleOfConfusionPostProcess
  61074. * @param name The name of the effect.
  61075. * @param scene The scene the effect belongs to.
  61076. * @param direction The direction the blur should be applied.
  61077. * @param kernel The size of the kernel used to blur.
  61078. * @param options The required width/height ratio to downsize to before computing the render pass.
  61079. * @param camera The camera to apply the render pass to.
  61080. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  61081. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  61082. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61083. * @param engine The engine which the post process will be applied. (default: current engine)
  61084. * @param reusable If the post process can be reused on the same frame. (default: false)
  61085. * @param textureType Type of textures used when performing the post process. (default: 0)
  61086. * @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)
  61087. */
  61088. 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);
  61089. }
  61090. }
  61091. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  61092. /** @hidden */
  61093. export var depthOfFieldMergePixelShader: {
  61094. name: string;
  61095. shader: string;
  61096. };
  61097. }
  61098. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  61099. import { Nullable } from "babylonjs/types";
  61100. import { Camera } from "babylonjs/Cameras/camera";
  61101. import { Effect } from "babylonjs/Materials/effect";
  61102. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61103. import { Engine } from "babylonjs/Engines/engine";
  61104. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  61105. /**
  61106. * Options to be set when merging outputs from the default pipeline.
  61107. */
  61108. export class DepthOfFieldMergePostProcessOptions {
  61109. /**
  61110. * The original image to merge on top of
  61111. */
  61112. originalFromInput: PostProcess;
  61113. /**
  61114. * Parameters to perform the merge of the depth of field effect
  61115. */
  61116. depthOfField?: {
  61117. circleOfConfusion: PostProcess;
  61118. blurSteps: Array<PostProcess>;
  61119. };
  61120. /**
  61121. * Parameters to perform the merge of bloom effect
  61122. */
  61123. bloom?: {
  61124. blurred: PostProcess;
  61125. weight: number;
  61126. };
  61127. }
  61128. /**
  61129. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  61130. */
  61131. export class DepthOfFieldMergePostProcess extends PostProcess {
  61132. private blurSteps;
  61133. /**
  61134. * Creates a new instance of DepthOfFieldMergePostProcess
  61135. * @param name The name of the effect.
  61136. * @param originalFromInput Post process which's input will be used for the merge.
  61137. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  61138. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  61139. * @param options The required width/height ratio to downsize to before computing the render pass.
  61140. * @param camera The camera to apply the render pass to.
  61141. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61142. * @param engine The engine which the post process will be applied. (default: current engine)
  61143. * @param reusable If the post process can be reused on the same frame. (default: false)
  61144. * @param textureType Type of textures used when performing the post process. (default: 0)
  61145. * @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)
  61146. */
  61147. 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);
  61148. /**
  61149. * Updates the effect with the current post process compile time values and recompiles the shader.
  61150. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  61151. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  61152. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  61153. * @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
  61154. * @param onCompiled Called when the shader has been compiled.
  61155. * @param onError Called if there is an error when compiling a shader.
  61156. */
  61157. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  61158. }
  61159. }
  61160. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  61161. import { Nullable } from "babylonjs/types";
  61162. import { Camera } from "babylonjs/Cameras/camera";
  61163. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61164. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61165. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61166. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  61167. import { Scene } from "babylonjs/scene";
  61168. /**
  61169. * Specifies the level of max blur that should be applied when using the depth of field effect
  61170. */
  61171. export enum DepthOfFieldEffectBlurLevel {
  61172. /**
  61173. * Subtle blur
  61174. */
  61175. Low = 0,
  61176. /**
  61177. * Medium blur
  61178. */
  61179. Medium = 1,
  61180. /**
  61181. * Large blur
  61182. */
  61183. High = 2
  61184. }
  61185. /**
  61186. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  61187. */
  61188. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  61189. private _circleOfConfusion;
  61190. /**
  61191. * @hidden Internal, blurs from high to low
  61192. */
  61193. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  61194. private _depthOfFieldBlurY;
  61195. private _dofMerge;
  61196. /**
  61197. * @hidden Internal post processes in depth of field effect
  61198. */
  61199. _effects: Array<PostProcess>;
  61200. /**
  61201. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  61202. */
  61203. focalLength: number;
  61204. /**
  61205. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  61206. */
  61207. fStop: number;
  61208. /**
  61209. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  61210. */
  61211. focusDistance: number;
  61212. /**
  61213. * 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.
  61214. */
  61215. lensSize: number;
  61216. /**
  61217. * Creates a new instance DepthOfFieldEffect
  61218. * @param scene The scene the effect belongs to.
  61219. * @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.
  61220. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  61221. * @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)
  61222. */
  61223. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  61224. /**
  61225. * Get the current class name of the current effet
  61226. * @returns "DepthOfFieldEffect"
  61227. */
  61228. getClassName(): string;
  61229. /**
  61230. * 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.
  61231. */
  61232. depthTexture: RenderTargetTexture;
  61233. /**
  61234. * Disposes each of the internal effects for a given camera.
  61235. * @param camera The camera to dispose the effect on.
  61236. */
  61237. disposeEffects(camera: Camera): void;
  61238. /**
  61239. * @hidden Internal
  61240. */
  61241. _updateEffects(): void;
  61242. /**
  61243. * Internal
  61244. * @returns if all the contained post processes are ready.
  61245. * @hidden
  61246. */
  61247. _isReady(): boolean;
  61248. }
  61249. }
  61250. declare module "babylonjs/Shaders/displayPass.fragment" {
  61251. /** @hidden */
  61252. export var displayPassPixelShader: {
  61253. name: string;
  61254. shader: string;
  61255. };
  61256. }
  61257. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  61258. import { Nullable } from "babylonjs/types";
  61259. import { Camera } from "babylonjs/Cameras/camera";
  61260. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61261. import { Engine } from "babylonjs/Engines/engine";
  61262. import "babylonjs/Shaders/displayPass.fragment";
  61263. /**
  61264. * DisplayPassPostProcess which produces an output the same as it's input
  61265. */
  61266. export class DisplayPassPostProcess extends PostProcess {
  61267. /**
  61268. * Creates the DisplayPassPostProcess
  61269. * @param name The name of the effect.
  61270. * @param options The required width/height ratio to downsize to before computing the render pass.
  61271. * @param camera The camera to apply the render pass to.
  61272. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61273. * @param engine The engine which the post process will be applied. (default: current engine)
  61274. * @param reusable If the post process can be reused on the same frame. (default: false)
  61275. */
  61276. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61277. }
  61278. }
  61279. declare module "babylonjs/Shaders/filter.fragment" {
  61280. /** @hidden */
  61281. export var filterPixelShader: {
  61282. name: string;
  61283. shader: string;
  61284. };
  61285. }
  61286. declare module "babylonjs/PostProcesses/filterPostProcess" {
  61287. import { Nullable } from "babylonjs/types";
  61288. import { Matrix } from "babylonjs/Maths/math.vector";
  61289. import { Camera } from "babylonjs/Cameras/camera";
  61290. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61291. import { Engine } from "babylonjs/Engines/engine";
  61292. import "babylonjs/Shaders/filter.fragment";
  61293. /**
  61294. * Applies a kernel filter to the image
  61295. */
  61296. export class FilterPostProcess extends PostProcess {
  61297. /** The matrix to be applied to the image */
  61298. kernelMatrix: Matrix;
  61299. /**
  61300. *
  61301. * @param name The name of the effect.
  61302. * @param kernelMatrix The matrix to be applied to the image
  61303. * @param options The required width/height ratio to downsize to before computing the render pass.
  61304. * @param camera The camera to apply the render pass to.
  61305. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61306. * @param engine The engine which the post process will be applied. (default: current engine)
  61307. * @param reusable If the post process can be reused on the same frame. (default: false)
  61308. */
  61309. constructor(name: string,
  61310. /** The matrix to be applied to the image */
  61311. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61312. }
  61313. }
  61314. declare module "babylonjs/Shaders/fxaa.fragment" {
  61315. /** @hidden */
  61316. export var fxaaPixelShader: {
  61317. name: string;
  61318. shader: string;
  61319. };
  61320. }
  61321. declare module "babylonjs/Shaders/fxaa.vertex" {
  61322. /** @hidden */
  61323. export var fxaaVertexShader: {
  61324. name: string;
  61325. shader: string;
  61326. };
  61327. }
  61328. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  61329. import { Nullable } from "babylonjs/types";
  61330. import { Camera } from "babylonjs/Cameras/camera";
  61331. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61332. import { Engine } from "babylonjs/Engines/engine";
  61333. import "babylonjs/Shaders/fxaa.fragment";
  61334. import "babylonjs/Shaders/fxaa.vertex";
  61335. /**
  61336. * Fxaa post process
  61337. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  61338. */
  61339. export class FxaaPostProcess extends PostProcess {
  61340. /** @hidden */
  61341. texelWidth: number;
  61342. /** @hidden */
  61343. texelHeight: number;
  61344. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61345. private _getDefines;
  61346. }
  61347. }
  61348. declare module "babylonjs/Shaders/grain.fragment" {
  61349. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61350. /** @hidden */
  61351. export var grainPixelShader: {
  61352. name: string;
  61353. shader: string;
  61354. };
  61355. }
  61356. declare module "babylonjs/PostProcesses/grainPostProcess" {
  61357. import { Nullable } from "babylonjs/types";
  61358. import { Camera } from "babylonjs/Cameras/camera";
  61359. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61360. import { Engine } from "babylonjs/Engines/engine";
  61361. import "babylonjs/Shaders/grain.fragment";
  61362. /**
  61363. * The GrainPostProcess adds noise to the image at mid luminance levels
  61364. */
  61365. export class GrainPostProcess extends PostProcess {
  61366. /**
  61367. * The intensity of the grain added (default: 30)
  61368. */
  61369. intensity: number;
  61370. /**
  61371. * If the grain should be randomized on every frame
  61372. */
  61373. animated: boolean;
  61374. /**
  61375. * Creates a new instance of @see GrainPostProcess
  61376. * @param name The name of the effect.
  61377. * @param options The required width/height ratio to downsize to before computing the render pass.
  61378. * @param camera The camera to apply the render pass to.
  61379. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61380. * @param engine The engine which the post process will be applied. (default: current engine)
  61381. * @param reusable If the post process can be reused on the same frame. (default: false)
  61382. * @param textureType Type of textures used when performing the post process. (default: 0)
  61383. * @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)
  61384. */
  61385. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61386. }
  61387. }
  61388. declare module "babylonjs/Shaders/highlights.fragment" {
  61389. /** @hidden */
  61390. export var highlightsPixelShader: {
  61391. name: string;
  61392. shader: string;
  61393. };
  61394. }
  61395. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  61396. import { Nullable } from "babylonjs/types";
  61397. import { Camera } from "babylonjs/Cameras/camera";
  61398. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61399. import { Engine } from "babylonjs/Engines/engine";
  61400. import "babylonjs/Shaders/highlights.fragment";
  61401. /**
  61402. * Extracts highlights from the image
  61403. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  61404. */
  61405. export class HighlightsPostProcess extends PostProcess {
  61406. /**
  61407. * Extracts highlights from the image
  61408. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  61409. * @param name The name of the effect.
  61410. * @param options The required width/height ratio to downsize to before computing the render pass.
  61411. * @param camera The camera to apply the render pass to.
  61412. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61413. * @param engine The engine which the post process will be applied. (default: current engine)
  61414. * @param reusable If the post process can be reused on the same frame. (default: false)
  61415. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  61416. */
  61417. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61418. }
  61419. }
  61420. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  61421. /** @hidden */
  61422. export var mrtFragmentDeclaration: {
  61423. name: string;
  61424. shader: string;
  61425. };
  61426. }
  61427. declare module "babylonjs/Shaders/geometry.fragment" {
  61428. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  61429. /** @hidden */
  61430. export var geometryPixelShader: {
  61431. name: string;
  61432. shader: string;
  61433. };
  61434. }
  61435. declare module "babylonjs/Shaders/geometry.vertex" {
  61436. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61437. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61438. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61439. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61440. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61441. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61442. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61443. /** @hidden */
  61444. export var geometryVertexShader: {
  61445. name: string;
  61446. shader: string;
  61447. };
  61448. }
  61449. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  61450. import { Matrix } from "babylonjs/Maths/math.vector";
  61451. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61452. import { Mesh } from "babylonjs/Meshes/mesh";
  61453. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  61454. import { Effect } from "babylonjs/Materials/effect";
  61455. import { Scene } from "babylonjs/scene";
  61456. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61457. import "babylonjs/Shaders/geometry.fragment";
  61458. import "babylonjs/Shaders/geometry.vertex";
  61459. /** @hidden */
  61460. interface ISavedTransformationMatrix {
  61461. world: Matrix;
  61462. viewProjection: Matrix;
  61463. }
  61464. /**
  61465. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  61466. */
  61467. export class GeometryBufferRenderer {
  61468. /**
  61469. * Constant used to retrieve the position texture index in the G-Buffer textures array
  61470. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  61471. */
  61472. static readonly POSITION_TEXTURE_TYPE: number;
  61473. /**
  61474. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  61475. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  61476. */
  61477. static readonly VELOCITY_TEXTURE_TYPE: number;
  61478. /**
  61479. * Dictionary used to store the previous transformation matrices of each rendered mesh
  61480. * in order to compute objects velocities when enableVelocity is set to "true"
  61481. * @hidden
  61482. */
  61483. _previousTransformationMatrices: {
  61484. [index: number]: ISavedTransformationMatrix;
  61485. };
  61486. /**
  61487. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  61488. * in order to compute objects velocities when enableVelocity is set to "true"
  61489. * @hidden
  61490. */
  61491. _previousBonesTransformationMatrices: {
  61492. [index: number]: Float32Array;
  61493. };
  61494. /**
  61495. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  61496. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  61497. */
  61498. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  61499. private _scene;
  61500. private _multiRenderTarget;
  61501. private _ratio;
  61502. private _enablePosition;
  61503. private _enableVelocity;
  61504. private _positionIndex;
  61505. private _velocityIndex;
  61506. protected _effect: Effect;
  61507. protected _cachedDefines: string;
  61508. /**
  61509. * Set the render list (meshes to be rendered) used in the G buffer.
  61510. */
  61511. renderList: Mesh[];
  61512. /**
  61513. * Gets wether or not G buffer are supported by the running hardware.
  61514. * This requires draw buffer supports
  61515. */
  61516. readonly isSupported: boolean;
  61517. /**
  61518. * Returns the index of the given texture type in the G-Buffer textures array
  61519. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  61520. * @returns the index of the given texture type in the G-Buffer textures array
  61521. */
  61522. getTextureIndex(textureType: number): number;
  61523. /**
  61524. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  61525. */
  61526. /**
  61527. * Sets whether or not objects positions are enabled for the G buffer.
  61528. */
  61529. enablePosition: boolean;
  61530. /**
  61531. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  61532. */
  61533. /**
  61534. * Sets wether or not objects velocities are enabled for the G buffer.
  61535. */
  61536. enableVelocity: boolean;
  61537. /**
  61538. * Gets the scene associated with the buffer.
  61539. */
  61540. readonly scene: Scene;
  61541. /**
  61542. * Gets the ratio used by the buffer during its creation.
  61543. * How big is the buffer related to the main canvas.
  61544. */
  61545. readonly ratio: number;
  61546. /** @hidden */
  61547. static _SceneComponentInitialization: (scene: Scene) => void;
  61548. /**
  61549. * Creates a new G Buffer for the scene
  61550. * @param scene The scene the buffer belongs to
  61551. * @param ratio How big is the buffer related to the main canvas.
  61552. */
  61553. constructor(scene: Scene, ratio?: number);
  61554. /**
  61555. * Checks wether everything is ready to render a submesh to the G buffer.
  61556. * @param subMesh the submesh to check readiness for
  61557. * @param useInstances is the mesh drawn using instance or not
  61558. * @returns true if ready otherwise false
  61559. */
  61560. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61561. /**
  61562. * Gets the current underlying G Buffer.
  61563. * @returns the buffer
  61564. */
  61565. getGBuffer(): MultiRenderTarget;
  61566. /**
  61567. * Gets the number of samples used to render the buffer (anti aliasing).
  61568. */
  61569. /**
  61570. * Sets the number of samples used to render the buffer (anti aliasing).
  61571. */
  61572. samples: number;
  61573. /**
  61574. * Disposes the renderer and frees up associated resources.
  61575. */
  61576. dispose(): void;
  61577. protected _createRenderTargets(): void;
  61578. private _copyBonesTransformationMatrices;
  61579. }
  61580. }
  61581. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  61582. import { Nullable } from "babylonjs/types";
  61583. import { Scene } from "babylonjs/scene";
  61584. import { ISceneComponent } from "babylonjs/sceneComponent";
  61585. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  61586. module "babylonjs/scene" {
  61587. interface Scene {
  61588. /** @hidden (Backing field) */
  61589. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  61590. /**
  61591. * Gets or Sets the current geometry buffer associated to the scene.
  61592. */
  61593. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  61594. /**
  61595. * Enables a GeometryBufferRender and associates it with the scene
  61596. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  61597. * @returns the GeometryBufferRenderer
  61598. */
  61599. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  61600. /**
  61601. * Disables the GeometryBufferRender associated with the scene
  61602. */
  61603. disableGeometryBufferRenderer(): void;
  61604. }
  61605. }
  61606. /**
  61607. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  61608. * in several rendering techniques.
  61609. */
  61610. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  61611. /**
  61612. * The component name helpful to identify the component in the list of scene components.
  61613. */
  61614. readonly name: string;
  61615. /**
  61616. * The scene the component belongs to.
  61617. */
  61618. scene: Scene;
  61619. /**
  61620. * Creates a new instance of the component for the given scene
  61621. * @param scene Defines the scene to register the component in
  61622. */
  61623. constructor(scene: Scene);
  61624. /**
  61625. * Registers the component in a given scene
  61626. */
  61627. register(): void;
  61628. /**
  61629. * Rebuilds the elements related to this component in case of
  61630. * context lost for instance.
  61631. */
  61632. rebuild(): void;
  61633. /**
  61634. * Disposes the component and the associated ressources
  61635. */
  61636. dispose(): void;
  61637. private _gatherRenderTargets;
  61638. }
  61639. }
  61640. declare module "babylonjs/Shaders/motionBlur.fragment" {
  61641. /** @hidden */
  61642. export var motionBlurPixelShader: {
  61643. name: string;
  61644. shader: string;
  61645. };
  61646. }
  61647. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  61648. import { Nullable } from "babylonjs/types";
  61649. import { Camera } from "babylonjs/Cameras/camera";
  61650. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61651. import { Scene } from "babylonjs/scene";
  61652. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61653. import "babylonjs/Animations/animatable";
  61654. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  61655. import "babylonjs/Shaders/motionBlur.fragment";
  61656. import { Engine } from "babylonjs/Engines/engine";
  61657. /**
  61658. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  61659. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  61660. * As an example, all you have to do is to create the post-process:
  61661. * var mb = new BABYLON.MotionBlurPostProcess(
  61662. * 'mb', // The name of the effect.
  61663. * scene, // The scene containing the objects to blur according to their velocity.
  61664. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  61665. * camera // The camera to apply the render pass to.
  61666. * );
  61667. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  61668. */
  61669. export class MotionBlurPostProcess extends PostProcess {
  61670. /**
  61671. * Defines how much the image is blurred by the movement. Default value is equal to 1
  61672. */
  61673. motionStrength: number;
  61674. /**
  61675. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  61676. */
  61677. /**
  61678. * Sets the number of iterations to be used for motion blur quality
  61679. */
  61680. motionBlurSamples: number;
  61681. private _motionBlurSamples;
  61682. private _geometryBufferRenderer;
  61683. /**
  61684. * Creates a new instance MotionBlurPostProcess
  61685. * @param name The name of the effect.
  61686. * @param scene The scene containing the objects to blur according to their velocity.
  61687. * @param options The required width/height ratio to downsize to before computing the render pass.
  61688. * @param camera The camera to apply the render pass to.
  61689. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61690. * @param engine The engine which the post process will be applied. (default: current engine)
  61691. * @param reusable If the post process can be reused on the same frame. (default: false)
  61692. * @param textureType Type of textures used when performing the post process. (default: 0)
  61693. * @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)
  61694. */
  61695. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61696. /**
  61697. * Excludes the given skinned mesh from computing bones velocities.
  61698. * 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.
  61699. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  61700. */
  61701. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  61702. /**
  61703. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  61704. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  61705. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  61706. */
  61707. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  61708. /**
  61709. * Disposes the post process.
  61710. * @param camera The camera to dispose the post process on.
  61711. */
  61712. dispose(camera?: Camera): void;
  61713. }
  61714. }
  61715. declare module "babylonjs/Shaders/refraction.fragment" {
  61716. /** @hidden */
  61717. export var refractionPixelShader: {
  61718. name: string;
  61719. shader: string;
  61720. };
  61721. }
  61722. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  61723. import { Color3 } from "babylonjs/Maths/math.color";
  61724. import { Camera } from "babylonjs/Cameras/camera";
  61725. import { Texture } from "babylonjs/Materials/Textures/texture";
  61726. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61727. import { Engine } from "babylonjs/Engines/engine";
  61728. import "babylonjs/Shaders/refraction.fragment";
  61729. /**
  61730. * Post process which applies a refractin texture
  61731. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61732. */
  61733. export class RefractionPostProcess extends PostProcess {
  61734. /** the base color of the refraction (used to taint the rendering) */
  61735. color: Color3;
  61736. /** simulated refraction depth */
  61737. depth: number;
  61738. /** the coefficient of the base color (0 to remove base color tainting) */
  61739. colorLevel: number;
  61740. private _refTexture;
  61741. private _ownRefractionTexture;
  61742. /**
  61743. * Gets or sets the refraction texture
  61744. * Please note that you are responsible for disposing the texture if you set it manually
  61745. */
  61746. refractionTexture: Texture;
  61747. /**
  61748. * Initializes the RefractionPostProcess
  61749. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61750. * @param name The name of the effect.
  61751. * @param refractionTextureUrl Url of the refraction texture to use
  61752. * @param color the base color of the refraction (used to taint the rendering)
  61753. * @param depth simulated refraction depth
  61754. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  61755. * @param camera The camera to apply the render pass to.
  61756. * @param options The required width/height ratio to downsize to before computing the render pass.
  61757. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61758. * @param engine The engine which the post process will be applied. (default: current engine)
  61759. * @param reusable If the post process can be reused on the same frame. (default: false)
  61760. */
  61761. constructor(name: string, refractionTextureUrl: string,
  61762. /** the base color of the refraction (used to taint the rendering) */
  61763. color: Color3,
  61764. /** simulated refraction depth */
  61765. depth: number,
  61766. /** the coefficient of the base color (0 to remove base color tainting) */
  61767. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61768. /**
  61769. * Disposes of the post process
  61770. * @param camera Camera to dispose post process on
  61771. */
  61772. dispose(camera: Camera): void;
  61773. }
  61774. }
  61775. declare module "babylonjs/Shaders/sharpen.fragment" {
  61776. /** @hidden */
  61777. export var sharpenPixelShader: {
  61778. name: string;
  61779. shader: string;
  61780. };
  61781. }
  61782. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  61783. import { Nullable } from "babylonjs/types";
  61784. import { Camera } from "babylonjs/Cameras/camera";
  61785. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61786. import "babylonjs/Shaders/sharpen.fragment";
  61787. import { Engine } from "babylonjs/Engines/engine";
  61788. /**
  61789. * The SharpenPostProcess applies a sharpen kernel to every pixel
  61790. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  61791. */
  61792. export class SharpenPostProcess extends PostProcess {
  61793. /**
  61794. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  61795. */
  61796. colorAmount: number;
  61797. /**
  61798. * How much sharpness should be applied (default: 0.3)
  61799. */
  61800. edgeAmount: number;
  61801. /**
  61802. * Creates a new instance ConvolutionPostProcess
  61803. * @param name The name of the effect.
  61804. * @param options The required width/height ratio to downsize to before computing the render pass.
  61805. * @param camera The camera to apply the render pass to.
  61806. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61807. * @param engine The engine which the post process will be applied. (default: current engine)
  61808. * @param reusable If the post process can be reused on the same frame. (default: false)
  61809. * @param textureType Type of textures used when performing the post process. (default: 0)
  61810. * @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)
  61811. */
  61812. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61813. }
  61814. }
  61815. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  61816. import { Nullable } from "babylonjs/types";
  61817. import { Camera } from "babylonjs/Cameras/camera";
  61818. import { Engine } from "babylonjs/Engines/engine";
  61819. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61820. import { IInspectable } from "babylonjs/Misc/iInspectable";
  61821. /**
  61822. * PostProcessRenderPipeline
  61823. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61824. */
  61825. export class PostProcessRenderPipeline {
  61826. private engine;
  61827. private _renderEffects;
  61828. private _renderEffectsForIsolatedPass;
  61829. /**
  61830. * List of inspectable custom properties (used by the Inspector)
  61831. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  61832. */
  61833. inspectableCustomProperties: IInspectable[];
  61834. /**
  61835. * @hidden
  61836. */
  61837. protected _cameras: Camera[];
  61838. /** @hidden */
  61839. _name: string;
  61840. /**
  61841. * Gets pipeline name
  61842. */
  61843. readonly name: string;
  61844. /**
  61845. * Initializes a PostProcessRenderPipeline
  61846. * @param engine engine to add the pipeline to
  61847. * @param name name of the pipeline
  61848. */
  61849. constructor(engine: Engine, name: string);
  61850. /**
  61851. * Gets the class name
  61852. * @returns "PostProcessRenderPipeline"
  61853. */
  61854. getClassName(): string;
  61855. /**
  61856. * If all the render effects in the pipeline are supported
  61857. */
  61858. readonly isSupported: boolean;
  61859. /**
  61860. * Adds an effect to the pipeline
  61861. * @param renderEffect the effect to add
  61862. */
  61863. addEffect(renderEffect: PostProcessRenderEffect): void;
  61864. /** @hidden */
  61865. _rebuild(): void;
  61866. /** @hidden */
  61867. _enableEffect(renderEffectName: string, cameras: Camera): void;
  61868. /** @hidden */
  61869. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  61870. /** @hidden */
  61871. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  61872. /** @hidden */
  61873. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  61874. /** @hidden */
  61875. _attachCameras(cameras: Camera, unique: boolean): void;
  61876. /** @hidden */
  61877. _attachCameras(cameras: Camera[], unique: boolean): void;
  61878. /** @hidden */
  61879. _detachCameras(cameras: Camera): void;
  61880. /** @hidden */
  61881. _detachCameras(cameras: Nullable<Camera[]>): void;
  61882. /** @hidden */
  61883. _update(): void;
  61884. /** @hidden */
  61885. _reset(): void;
  61886. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  61887. /**
  61888. * Disposes of the pipeline
  61889. */
  61890. dispose(): void;
  61891. }
  61892. }
  61893. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  61894. import { Camera } from "babylonjs/Cameras/camera";
  61895. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61896. /**
  61897. * PostProcessRenderPipelineManager class
  61898. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61899. */
  61900. export class PostProcessRenderPipelineManager {
  61901. private _renderPipelines;
  61902. /**
  61903. * Initializes a PostProcessRenderPipelineManager
  61904. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61905. */
  61906. constructor();
  61907. /**
  61908. * Gets the list of supported render pipelines
  61909. */
  61910. readonly supportedPipelines: PostProcessRenderPipeline[];
  61911. /**
  61912. * Adds a pipeline to the manager
  61913. * @param renderPipeline The pipeline to add
  61914. */
  61915. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  61916. /**
  61917. * Attaches a camera to the pipeline
  61918. * @param renderPipelineName The name of the pipeline to attach to
  61919. * @param cameras the camera to attach
  61920. * @param unique if the camera can be attached multiple times to the pipeline
  61921. */
  61922. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  61923. /**
  61924. * Detaches a camera from the pipeline
  61925. * @param renderPipelineName The name of the pipeline to detach from
  61926. * @param cameras the camera to detach
  61927. */
  61928. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  61929. /**
  61930. * Enables an effect by name on a pipeline
  61931. * @param renderPipelineName the name of the pipeline to enable the effect in
  61932. * @param renderEffectName the name of the effect to enable
  61933. * @param cameras the cameras that the effect should be enabled on
  61934. */
  61935. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  61936. /**
  61937. * Disables an effect by name on a pipeline
  61938. * @param renderPipelineName the name of the pipeline to disable the effect in
  61939. * @param renderEffectName the name of the effect to disable
  61940. * @param cameras the cameras that the effect should be disabled on
  61941. */
  61942. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  61943. /**
  61944. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  61945. */
  61946. update(): void;
  61947. /** @hidden */
  61948. _rebuild(): void;
  61949. /**
  61950. * Disposes of the manager and pipelines
  61951. */
  61952. dispose(): void;
  61953. }
  61954. }
  61955. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  61956. import { ISceneComponent } from "babylonjs/sceneComponent";
  61957. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  61958. import { Scene } from "babylonjs/scene";
  61959. module "babylonjs/scene" {
  61960. interface Scene {
  61961. /** @hidden (Backing field) */
  61962. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  61963. /**
  61964. * Gets the postprocess render pipeline manager
  61965. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61966. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  61967. */
  61968. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  61969. }
  61970. }
  61971. /**
  61972. * Defines the Render Pipeline scene component responsible to rendering pipelines
  61973. */
  61974. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  61975. /**
  61976. * The component name helpfull to identify the component in the list of scene components.
  61977. */
  61978. readonly name: string;
  61979. /**
  61980. * The scene the component belongs to.
  61981. */
  61982. scene: Scene;
  61983. /**
  61984. * Creates a new instance of the component for the given scene
  61985. * @param scene Defines the scene to register the component in
  61986. */
  61987. constructor(scene: Scene);
  61988. /**
  61989. * Registers the component in a given scene
  61990. */
  61991. register(): void;
  61992. /**
  61993. * Rebuilds the elements related to this component in case of
  61994. * context lost for instance.
  61995. */
  61996. rebuild(): void;
  61997. /**
  61998. * Disposes the component and the associated ressources
  61999. */
  62000. dispose(): void;
  62001. private _gatherRenderTargets;
  62002. }
  62003. }
  62004. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  62005. import { Nullable } from "babylonjs/types";
  62006. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  62007. import { Camera } from "babylonjs/Cameras/camera";
  62008. import { IDisposable } from "babylonjs/scene";
  62009. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  62010. import { Scene } from "babylonjs/scene";
  62011. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  62012. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  62013. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  62014. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  62015. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  62016. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62017. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  62018. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62019. import { Animation } from "babylonjs/Animations/animation";
  62020. /**
  62021. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  62022. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  62023. */
  62024. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  62025. private _scene;
  62026. private _camerasToBeAttached;
  62027. /**
  62028. * ID of the sharpen post process,
  62029. */
  62030. private readonly SharpenPostProcessId;
  62031. /**
  62032. * @ignore
  62033. * ID of the image processing post process;
  62034. */
  62035. readonly ImageProcessingPostProcessId: string;
  62036. /**
  62037. * @ignore
  62038. * ID of the Fast Approximate Anti-Aliasing post process;
  62039. */
  62040. readonly FxaaPostProcessId: string;
  62041. /**
  62042. * ID of the chromatic aberration post process,
  62043. */
  62044. private readonly ChromaticAberrationPostProcessId;
  62045. /**
  62046. * ID of the grain post process
  62047. */
  62048. private readonly GrainPostProcessId;
  62049. /**
  62050. * Sharpen post process which will apply a sharpen convolution to enhance edges
  62051. */
  62052. sharpen: SharpenPostProcess;
  62053. private _sharpenEffect;
  62054. private bloom;
  62055. /**
  62056. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  62057. */
  62058. depthOfField: DepthOfFieldEffect;
  62059. /**
  62060. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  62061. */
  62062. fxaa: FxaaPostProcess;
  62063. /**
  62064. * Image post processing pass used to perform operations such as tone mapping or color grading.
  62065. */
  62066. imageProcessing: ImageProcessingPostProcess;
  62067. /**
  62068. * Chromatic aberration post process which will shift rgb colors in the image
  62069. */
  62070. chromaticAberration: ChromaticAberrationPostProcess;
  62071. private _chromaticAberrationEffect;
  62072. /**
  62073. * Grain post process which add noise to the image
  62074. */
  62075. grain: GrainPostProcess;
  62076. private _grainEffect;
  62077. /**
  62078. * Glow post process which adds a glow to emissive areas of the image
  62079. */
  62080. private _glowLayer;
  62081. /**
  62082. * Animations which can be used to tweak settings over a period of time
  62083. */
  62084. animations: Animation[];
  62085. private _imageProcessingConfigurationObserver;
  62086. private _sharpenEnabled;
  62087. private _bloomEnabled;
  62088. private _depthOfFieldEnabled;
  62089. private _depthOfFieldBlurLevel;
  62090. private _fxaaEnabled;
  62091. private _imageProcessingEnabled;
  62092. private _defaultPipelineTextureType;
  62093. private _bloomScale;
  62094. private _chromaticAberrationEnabled;
  62095. private _grainEnabled;
  62096. private _buildAllowed;
  62097. /**
  62098. * Gets active scene
  62099. */
  62100. readonly scene: Scene;
  62101. /**
  62102. * Enable or disable the sharpen process from the pipeline
  62103. */
  62104. sharpenEnabled: boolean;
  62105. private _resizeObserver;
  62106. private _hardwareScaleLevel;
  62107. private _bloomKernel;
  62108. /**
  62109. * Specifies the size of the bloom blur kernel, relative to the final output size
  62110. */
  62111. bloomKernel: number;
  62112. /**
  62113. * Specifies the weight of the bloom in the final rendering
  62114. */
  62115. private _bloomWeight;
  62116. /**
  62117. * Specifies the luma threshold for the area that will be blurred by the bloom
  62118. */
  62119. private _bloomThreshold;
  62120. private _hdr;
  62121. /**
  62122. * The strength of the bloom.
  62123. */
  62124. bloomWeight: number;
  62125. /**
  62126. * The strength of the bloom.
  62127. */
  62128. bloomThreshold: number;
  62129. /**
  62130. * The scale of the bloom, lower value will provide better performance.
  62131. */
  62132. bloomScale: number;
  62133. /**
  62134. * Enable or disable the bloom from the pipeline
  62135. */
  62136. bloomEnabled: boolean;
  62137. private _rebuildBloom;
  62138. /**
  62139. * If the depth of field is enabled.
  62140. */
  62141. depthOfFieldEnabled: boolean;
  62142. /**
  62143. * Blur level of the depth of field effect. (Higher blur will effect performance)
  62144. */
  62145. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  62146. /**
  62147. * If the anti aliasing is enabled.
  62148. */
  62149. fxaaEnabled: boolean;
  62150. private _samples;
  62151. /**
  62152. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  62153. */
  62154. samples: number;
  62155. /**
  62156. * If image processing is enabled.
  62157. */
  62158. imageProcessingEnabled: boolean;
  62159. /**
  62160. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  62161. */
  62162. glowLayerEnabled: boolean;
  62163. /**
  62164. * Gets the glow layer (or null if not defined)
  62165. */
  62166. readonly glowLayer: Nullable<GlowLayer>;
  62167. /**
  62168. * Enable or disable the chromaticAberration process from the pipeline
  62169. */
  62170. chromaticAberrationEnabled: boolean;
  62171. /**
  62172. * Enable or disable the grain process from the pipeline
  62173. */
  62174. grainEnabled: boolean;
  62175. /**
  62176. * @constructor
  62177. * @param name - The rendering pipeline name (default: "")
  62178. * @param hdr - If high dynamic range textures should be used (default: true)
  62179. * @param scene - The scene linked to this pipeline (default: the last created scene)
  62180. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  62181. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  62182. */
  62183. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  62184. /**
  62185. * Get the class name
  62186. * @returns "DefaultRenderingPipeline"
  62187. */
  62188. getClassName(): string;
  62189. /**
  62190. * Force the compilation of the entire pipeline.
  62191. */
  62192. prepare(): void;
  62193. private _hasCleared;
  62194. private _prevPostProcess;
  62195. private _prevPrevPostProcess;
  62196. private _setAutoClearAndTextureSharing;
  62197. private _depthOfFieldSceneObserver;
  62198. private _buildPipeline;
  62199. private _disposePostProcesses;
  62200. /**
  62201. * Adds a camera to the pipeline
  62202. * @param camera the camera to be added
  62203. */
  62204. addCamera(camera: Camera): void;
  62205. /**
  62206. * Removes a camera from the pipeline
  62207. * @param camera the camera to remove
  62208. */
  62209. removeCamera(camera: Camera): void;
  62210. /**
  62211. * Dispose of the pipeline and stop all post processes
  62212. */
  62213. dispose(): void;
  62214. /**
  62215. * Serialize the rendering pipeline (Used when exporting)
  62216. * @returns the serialized object
  62217. */
  62218. serialize(): any;
  62219. /**
  62220. * Parse the serialized pipeline
  62221. * @param source Source pipeline.
  62222. * @param scene The scene to load the pipeline to.
  62223. * @param rootUrl The URL of the serialized pipeline.
  62224. * @returns An instantiated pipeline from the serialized object.
  62225. */
  62226. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  62227. }
  62228. }
  62229. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  62230. /** @hidden */
  62231. export var lensHighlightsPixelShader: {
  62232. name: string;
  62233. shader: string;
  62234. };
  62235. }
  62236. declare module "babylonjs/Shaders/depthOfField.fragment" {
  62237. /** @hidden */
  62238. export var depthOfFieldPixelShader: {
  62239. name: string;
  62240. shader: string;
  62241. };
  62242. }
  62243. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  62244. import { Camera } from "babylonjs/Cameras/camera";
  62245. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62246. import { Scene } from "babylonjs/scene";
  62247. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62248. import "babylonjs/Shaders/chromaticAberration.fragment";
  62249. import "babylonjs/Shaders/lensHighlights.fragment";
  62250. import "babylonjs/Shaders/depthOfField.fragment";
  62251. /**
  62252. * BABYLON.JS Chromatic Aberration GLSL Shader
  62253. * Author: Olivier Guyot
  62254. * Separates very slightly R, G and B colors on the edges of the screen
  62255. * Inspired by Francois Tarlier & Martins Upitis
  62256. */
  62257. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  62258. /**
  62259. * @ignore
  62260. * The chromatic aberration PostProcess id in the pipeline
  62261. */
  62262. LensChromaticAberrationEffect: string;
  62263. /**
  62264. * @ignore
  62265. * The highlights enhancing PostProcess id in the pipeline
  62266. */
  62267. HighlightsEnhancingEffect: string;
  62268. /**
  62269. * @ignore
  62270. * The depth-of-field PostProcess id in the pipeline
  62271. */
  62272. LensDepthOfFieldEffect: string;
  62273. private _scene;
  62274. private _depthTexture;
  62275. private _grainTexture;
  62276. private _chromaticAberrationPostProcess;
  62277. private _highlightsPostProcess;
  62278. private _depthOfFieldPostProcess;
  62279. private _edgeBlur;
  62280. private _grainAmount;
  62281. private _chromaticAberration;
  62282. private _distortion;
  62283. private _highlightsGain;
  62284. private _highlightsThreshold;
  62285. private _dofDistance;
  62286. private _dofAperture;
  62287. private _dofDarken;
  62288. private _dofPentagon;
  62289. private _blurNoise;
  62290. /**
  62291. * @constructor
  62292. *
  62293. * Effect parameters are as follow:
  62294. * {
  62295. * chromatic_aberration: number; // from 0 to x (1 for realism)
  62296. * edge_blur: number; // from 0 to x (1 for realism)
  62297. * distortion: number; // from 0 to x (1 for realism)
  62298. * grain_amount: number; // from 0 to 1
  62299. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  62300. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  62301. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  62302. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  62303. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  62304. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  62305. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  62306. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  62307. * }
  62308. * Note: if an effect parameter is unset, effect is disabled
  62309. *
  62310. * @param name The rendering pipeline name
  62311. * @param parameters - An object containing all parameters (see above)
  62312. * @param scene The scene linked to this pipeline
  62313. * @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)
  62314. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62315. */
  62316. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  62317. /**
  62318. * Get the class name
  62319. * @returns "LensRenderingPipeline"
  62320. */
  62321. getClassName(): string;
  62322. /**
  62323. * Gets associated scene
  62324. */
  62325. readonly scene: Scene;
  62326. /**
  62327. * Gets or sets the edge blur
  62328. */
  62329. edgeBlur: number;
  62330. /**
  62331. * Gets or sets the grain amount
  62332. */
  62333. grainAmount: number;
  62334. /**
  62335. * Gets or sets the chromatic aberration amount
  62336. */
  62337. chromaticAberration: number;
  62338. /**
  62339. * Gets or sets the depth of field aperture
  62340. */
  62341. dofAperture: number;
  62342. /**
  62343. * Gets or sets the edge distortion
  62344. */
  62345. edgeDistortion: number;
  62346. /**
  62347. * Gets or sets the depth of field distortion
  62348. */
  62349. dofDistortion: number;
  62350. /**
  62351. * Gets or sets the darken out of focus amount
  62352. */
  62353. darkenOutOfFocus: number;
  62354. /**
  62355. * Gets or sets a boolean indicating if blur noise is enabled
  62356. */
  62357. blurNoise: boolean;
  62358. /**
  62359. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  62360. */
  62361. pentagonBokeh: boolean;
  62362. /**
  62363. * Gets or sets the highlight grain amount
  62364. */
  62365. highlightsGain: number;
  62366. /**
  62367. * Gets or sets the highlight threshold
  62368. */
  62369. highlightsThreshold: number;
  62370. /**
  62371. * Sets the amount of blur at the edges
  62372. * @param amount blur amount
  62373. */
  62374. setEdgeBlur(amount: number): void;
  62375. /**
  62376. * Sets edge blur to 0
  62377. */
  62378. disableEdgeBlur(): void;
  62379. /**
  62380. * Sets the amout of grain
  62381. * @param amount Amount of grain
  62382. */
  62383. setGrainAmount(amount: number): void;
  62384. /**
  62385. * Set grain amount to 0
  62386. */
  62387. disableGrain(): void;
  62388. /**
  62389. * Sets the chromatic aberration amount
  62390. * @param amount amount of chromatic aberration
  62391. */
  62392. setChromaticAberration(amount: number): void;
  62393. /**
  62394. * Sets chromatic aberration amount to 0
  62395. */
  62396. disableChromaticAberration(): void;
  62397. /**
  62398. * Sets the EdgeDistortion amount
  62399. * @param amount amount of EdgeDistortion
  62400. */
  62401. setEdgeDistortion(amount: number): void;
  62402. /**
  62403. * Sets edge distortion to 0
  62404. */
  62405. disableEdgeDistortion(): void;
  62406. /**
  62407. * Sets the FocusDistance amount
  62408. * @param amount amount of FocusDistance
  62409. */
  62410. setFocusDistance(amount: number): void;
  62411. /**
  62412. * Disables depth of field
  62413. */
  62414. disableDepthOfField(): void;
  62415. /**
  62416. * Sets the Aperture amount
  62417. * @param amount amount of Aperture
  62418. */
  62419. setAperture(amount: number): void;
  62420. /**
  62421. * Sets the DarkenOutOfFocus amount
  62422. * @param amount amount of DarkenOutOfFocus
  62423. */
  62424. setDarkenOutOfFocus(amount: number): void;
  62425. private _pentagonBokehIsEnabled;
  62426. /**
  62427. * Creates a pentagon bokeh effect
  62428. */
  62429. enablePentagonBokeh(): void;
  62430. /**
  62431. * Disables the pentagon bokeh effect
  62432. */
  62433. disablePentagonBokeh(): void;
  62434. /**
  62435. * Enables noise blur
  62436. */
  62437. enableNoiseBlur(): void;
  62438. /**
  62439. * Disables noise blur
  62440. */
  62441. disableNoiseBlur(): void;
  62442. /**
  62443. * Sets the HighlightsGain amount
  62444. * @param amount amount of HighlightsGain
  62445. */
  62446. setHighlightsGain(amount: number): void;
  62447. /**
  62448. * Sets the HighlightsThreshold amount
  62449. * @param amount amount of HighlightsThreshold
  62450. */
  62451. setHighlightsThreshold(amount: number): void;
  62452. /**
  62453. * Disables highlights
  62454. */
  62455. disableHighlights(): void;
  62456. /**
  62457. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  62458. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  62459. */
  62460. dispose(disableDepthRender?: boolean): void;
  62461. private _createChromaticAberrationPostProcess;
  62462. private _createHighlightsPostProcess;
  62463. private _createDepthOfFieldPostProcess;
  62464. private _createGrainTexture;
  62465. }
  62466. }
  62467. declare module "babylonjs/Shaders/ssao2.fragment" {
  62468. /** @hidden */
  62469. export var ssao2PixelShader: {
  62470. name: string;
  62471. shader: string;
  62472. };
  62473. }
  62474. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  62475. /** @hidden */
  62476. export var ssaoCombinePixelShader: {
  62477. name: string;
  62478. shader: string;
  62479. };
  62480. }
  62481. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  62482. import { Camera } from "babylonjs/Cameras/camera";
  62483. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62484. import { Scene } from "babylonjs/scene";
  62485. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62486. import "babylonjs/Shaders/ssao2.fragment";
  62487. import "babylonjs/Shaders/ssaoCombine.fragment";
  62488. /**
  62489. * Render pipeline to produce ssao effect
  62490. */
  62491. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  62492. /**
  62493. * @ignore
  62494. * The PassPostProcess id in the pipeline that contains the original scene color
  62495. */
  62496. SSAOOriginalSceneColorEffect: string;
  62497. /**
  62498. * @ignore
  62499. * The SSAO PostProcess id in the pipeline
  62500. */
  62501. SSAORenderEffect: string;
  62502. /**
  62503. * @ignore
  62504. * The horizontal blur PostProcess id in the pipeline
  62505. */
  62506. SSAOBlurHRenderEffect: string;
  62507. /**
  62508. * @ignore
  62509. * The vertical blur PostProcess id in the pipeline
  62510. */
  62511. SSAOBlurVRenderEffect: string;
  62512. /**
  62513. * @ignore
  62514. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  62515. */
  62516. SSAOCombineRenderEffect: string;
  62517. /**
  62518. * The output strength of the SSAO post-process. Default value is 1.0.
  62519. */
  62520. totalStrength: number;
  62521. /**
  62522. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  62523. */
  62524. maxZ: number;
  62525. /**
  62526. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  62527. */
  62528. minZAspect: number;
  62529. private _samples;
  62530. /**
  62531. * Number of samples used for the SSAO calculations. Default value is 8
  62532. */
  62533. samples: number;
  62534. private _textureSamples;
  62535. /**
  62536. * Number of samples to use for antialiasing
  62537. */
  62538. textureSamples: number;
  62539. /**
  62540. * Ratio object used for SSAO ratio and blur ratio
  62541. */
  62542. private _ratio;
  62543. /**
  62544. * Dynamically generated sphere sampler.
  62545. */
  62546. private _sampleSphere;
  62547. /**
  62548. * Blur filter offsets
  62549. */
  62550. private _samplerOffsets;
  62551. private _expensiveBlur;
  62552. /**
  62553. * If bilateral blur should be used
  62554. */
  62555. expensiveBlur: boolean;
  62556. /**
  62557. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  62558. */
  62559. radius: number;
  62560. /**
  62561. * The base color of the SSAO post-process
  62562. * The final result is "base + ssao" between [0, 1]
  62563. */
  62564. base: number;
  62565. /**
  62566. * Support test.
  62567. */
  62568. static readonly IsSupported: boolean;
  62569. private _scene;
  62570. private _depthTexture;
  62571. private _normalTexture;
  62572. private _randomTexture;
  62573. private _originalColorPostProcess;
  62574. private _ssaoPostProcess;
  62575. private _blurHPostProcess;
  62576. private _blurVPostProcess;
  62577. private _ssaoCombinePostProcess;
  62578. private _firstUpdate;
  62579. /**
  62580. * Gets active scene
  62581. */
  62582. readonly scene: Scene;
  62583. /**
  62584. * @constructor
  62585. * @param name The rendering pipeline name
  62586. * @param scene The scene linked to this pipeline
  62587. * @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 }
  62588. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62589. */
  62590. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  62591. /**
  62592. * Get the class name
  62593. * @returns "SSAO2RenderingPipeline"
  62594. */
  62595. getClassName(): string;
  62596. /**
  62597. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  62598. */
  62599. dispose(disableGeometryBufferRenderer?: boolean): void;
  62600. private _createBlurPostProcess;
  62601. /** @hidden */
  62602. _rebuild(): void;
  62603. private _bits;
  62604. private _radicalInverse_VdC;
  62605. private _hammersley;
  62606. private _hemisphereSample_uniform;
  62607. private _generateHemisphere;
  62608. private _createSSAOPostProcess;
  62609. private _createSSAOCombinePostProcess;
  62610. private _createRandomTexture;
  62611. /**
  62612. * Serialize the rendering pipeline (Used when exporting)
  62613. * @returns the serialized object
  62614. */
  62615. serialize(): any;
  62616. /**
  62617. * Parse the serialized pipeline
  62618. * @param source Source pipeline.
  62619. * @param scene The scene to load the pipeline to.
  62620. * @param rootUrl The URL of the serialized pipeline.
  62621. * @returns An instantiated pipeline from the serialized object.
  62622. */
  62623. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  62624. }
  62625. }
  62626. declare module "babylonjs/Shaders/ssao.fragment" {
  62627. /** @hidden */
  62628. export var ssaoPixelShader: {
  62629. name: string;
  62630. shader: string;
  62631. };
  62632. }
  62633. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  62634. import { Camera } from "babylonjs/Cameras/camera";
  62635. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62636. import { Scene } from "babylonjs/scene";
  62637. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62638. import "babylonjs/Shaders/ssao.fragment";
  62639. import "babylonjs/Shaders/ssaoCombine.fragment";
  62640. /**
  62641. * Render pipeline to produce ssao effect
  62642. */
  62643. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  62644. /**
  62645. * @ignore
  62646. * The PassPostProcess id in the pipeline that contains the original scene color
  62647. */
  62648. SSAOOriginalSceneColorEffect: string;
  62649. /**
  62650. * @ignore
  62651. * The SSAO PostProcess id in the pipeline
  62652. */
  62653. SSAORenderEffect: string;
  62654. /**
  62655. * @ignore
  62656. * The horizontal blur PostProcess id in the pipeline
  62657. */
  62658. SSAOBlurHRenderEffect: string;
  62659. /**
  62660. * @ignore
  62661. * The vertical blur PostProcess id in the pipeline
  62662. */
  62663. SSAOBlurVRenderEffect: string;
  62664. /**
  62665. * @ignore
  62666. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  62667. */
  62668. SSAOCombineRenderEffect: string;
  62669. /**
  62670. * The output strength of the SSAO post-process. Default value is 1.0.
  62671. */
  62672. totalStrength: number;
  62673. /**
  62674. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  62675. */
  62676. radius: number;
  62677. /**
  62678. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  62679. * Must not be equal to fallOff and superior to fallOff.
  62680. * Default value is 0.0075
  62681. */
  62682. area: number;
  62683. /**
  62684. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  62685. * Must not be equal to area and inferior to area.
  62686. * Default value is 0.000001
  62687. */
  62688. fallOff: number;
  62689. /**
  62690. * The base color of the SSAO post-process
  62691. * The final result is "base + ssao" between [0, 1]
  62692. */
  62693. base: number;
  62694. private _scene;
  62695. private _depthTexture;
  62696. private _randomTexture;
  62697. private _originalColorPostProcess;
  62698. private _ssaoPostProcess;
  62699. private _blurHPostProcess;
  62700. private _blurVPostProcess;
  62701. private _ssaoCombinePostProcess;
  62702. private _firstUpdate;
  62703. /**
  62704. * Gets active scene
  62705. */
  62706. readonly scene: Scene;
  62707. /**
  62708. * @constructor
  62709. * @param name - The rendering pipeline name
  62710. * @param scene - The scene linked to this pipeline
  62711. * @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 }
  62712. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  62713. */
  62714. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  62715. /**
  62716. * Get the class name
  62717. * @returns "SSAORenderingPipeline"
  62718. */
  62719. getClassName(): string;
  62720. /**
  62721. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  62722. */
  62723. dispose(disableDepthRender?: boolean): void;
  62724. private _createBlurPostProcess;
  62725. /** @hidden */
  62726. _rebuild(): void;
  62727. private _createSSAOPostProcess;
  62728. private _createSSAOCombinePostProcess;
  62729. private _createRandomTexture;
  62730. }
  62731. }
  62732. declare module "babylonjs/Shaders/standard.fragment" {
  62733. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  62734. /** @hidden */
  62735. export var standardPixelShader: {
  62736. name: string;
  62737. shader: string;
  62738. };
  62739. }
  62740. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  62741. import { Nullable } from "babylonjs/types";
  62742. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  62743. import { Camera } from "babylonjs/Cameras/camera";
  62744. import { Texture } from "babylonjs/Materials/Textures/texture";
  62745. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62746. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62747. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  62748. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  62749. import { IDisposable } from "babylonjs/scene";
  62750. import { SpotLight } from "babylonjs/Lights/spotLight";
  62751. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  62752. import { Scene } from "babylonjs/scene";
  62753. import { Animation } from "babylonjs/Animations/animation";
  62754. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62755. import "babylonjs/Shaders/standard.fragment";
  62756. /**
  62757. * Standard rendering pipeline
  62758. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  62759. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  62760. */
  62761. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  62762. /**
  62763. * Public members
  62764. */
  62765. /**
  62766. * Post-process which contains the original scene color before the pipeline applies all the effects
  62767. */
  62768. originalPostProcess: Nullable<PostProcess>;
  62769. /**
  62770. * Post-process used to down scale an image x4
  62771. */
  62772. downSampleX4PostProcess: Nullable<PostProcess>;
  62773. /**
  62774. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  62775. */
  62776. brightPassPostProcess: Nullable<PostProcess>;
  62777. /**
  62778. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  62779. */
  62780. blurHPostProcesses: PostProcess[];
  62781. /**
  62782. * Post-process array storing all the vertical blur post-processes used by the pipeline
  62783. */
  62784. blurVPostProcesses: PostProcess[];
  62785. /**
  62786. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  62787. */
  62788. textureAdderPostProcess: Nullable<PostProcess>;
  62789. /**
  62790. * Post-process used to create volumetric lighting effect
  62791. */
  62792. volumetricLightPostProcess: Nullable<PostProcess>;
  62793. /**
  62794. * Post-process used to smooth the previous volumetric light post-process on the X axis
  62795. */
  62796. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  62797. /**
  62798. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  62799. */
  62800. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  62801. /**
  62802. * Post-process used to merge the volumetric light effect and the real scene color
  62803. */
  62804. volumetricLightMergePostProces: Nullable<PostProcess>;
  62805. /**
  62806. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  62807. */
  62808. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  62809. /**
  62810. * Base post-process used to calculate the average luminance of the final image for HDR
  62811. */
  62812. luminancePostProcess: Nullable<PostProcess>;
  62813. /**
  62814. * Post-processes used to create down sample post-processes in order to get
  62815. * the average luminance of the final image for HDR
  62816. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  62817. */
  62818. luminanceDownSamplePostProcesses: PostProcess[];
  62819. /**
  62820. * Post-process used to create a HDR effect (light adaptation)
  62821. */
  62822. hdrPostProcess: Nullable<PostProcess>;
  62823. /**
  62824. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  62825. */
  62826. textureAdderFinalPostProcess: Nullable<PostProcess>;
  62827. /**
  62828. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  62829. */
  62830. lensFlareFinalPostProcess: Nullable<PostProcess>;
  62831. /**
  62832. * Post-process used to merge the final HDR post-process and the real scene color
  62833. */
  62834. hdrFinalPostProcess: Nullable<PostProcess>;
  62835. /**
  62836. * Post-process used to create a lens flare effect
  62837. */
  62838. lensFlarePostProcess: Nullable<PostProcess>;
  62839. /**
  62840. * Post-process that merges the result of the lens flare post-process and the real scene color
  62841. */
  62842. lensFlareComposePostProcess: Nullable<PostProcess>;
  62843. /**
  62844. * Post-process used to create a motion blur effect
  62845. */
  62846. motionBlurPostProcess: Nullable<PostProcess>;
  62847. /**
  62848. * Post-process used to create a depth of field effect
  62849. */
  62850. depthOfFieldPostProcess: Nullable<PostProcess>;
  62851. /**
  62852. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  62853. */
  62854. fxaaPostProcess: Nullable<FxaaPostProcess>;
  62855. /**
  62856. * Represents the brightness threshold in order to configure the illuminated surfaces
  62857. */
  62858. brightThreshold: number;
  62859. /**
  62860. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  62861. */
  62862. blurWidth: number;
  62863. /**
  62864. * Sets if the blur for highlighted surfaces must be only horizontal
  62865. */
  62866. horizontalBlur: boolean;
  62867. /**
  62868. * Gets the overall exposure used by the pipeline
  62869. */
  62870. /**
  62871. * Sets the overall exposure used by the pipeline
  62872. */
  62873. exposure: number;
  62874. /**
  62875. * Texture used typically to simulate "dirty" on camera lens
  62876. */
  62877. lensTexture: Nullable<Texture>;
  62878. /**
  62879. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  62880. */
  62881. volumetricLightCoefficient: number;
  62882. /**
  62883. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  62884. */
  62885. volumetricLightPower: number;
  62886. /**
  62887. * Used the set the blur intensity to smooth the volumetric lights
  62888. */
  62889. volumetricLightBlurScale: number;
  62890. /**
  62891. * Light (spot or directional) used to generate the volumetric lights rays
  62892. * The source light must have a shadow generate so the pipeline can get its
  62893. * depth map
  62894. */
  62895. sourceLight: Nullable<SpotLight | DirectionalLight>;
  62896. /**
  62897. * For eye adaptation, represents the minimum luminance the eye can see
  62898. */
  62899. hdrMinimumLuminance: number;
  62900. /**
  62901. * For eye adaptation, represents the decrease luminance speed
  62902. */
  62903. hdrDecreaseRate: number;
  62904. /**
  62905. * For eye adaptation, represents the increase luminance speed
  62906. */
  62907. hdrIncreaseRate: number;
  62908. /**
  62909. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  62910. */
  62911. /**
  62912. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  62913. */
  62914. hdrAutoExposure: boolean;
  62915. /**
  62916. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  62917. */
  62918. lensColorTexture: Nullable<Texture>;
  62919. /**
  62920. * The overall strengh for the lens flare effect
  62921. */
  62922. lensFlareStrength: number;
  62923. /**
  62924. * Dispersion coefficient for lens flare ghosts
  62925. */
  62926. lensFlareGhostDispersal: number;
  62927. /**
  62928. * Main lens flare halo width
  62929. */
  62930. lensFlareHaloWidth: number;
  62931. /**
  62932. * Based on the lens distortion effect, defines how much the lens flare result
  62933. * is distorted
  62934. */
  62935. lensFlareDistortionStrength: number;
  62936. /**
  62937. * Configures the blur intensity used for for lens flare (halo)
  62938. */
  62939. lensFlareBlurWidth: number;
  62940. /**
  62941. * Lens star texture must be used to simulate rays on the flares and is available
  62942. * in the documentation
  62943. */
  62944. lensStarTexture: Nullable<Texture>;
  62945. /**
  62946. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  62947. * flare effect by taking account of the dirt texture
  62948. */
  62949. lensFlareDirtTexture: Nullable<Texture>;
  62950. /**
  62951. * Represents the focal length for the depth of field effect
  62952. */
  62953. depthOfFieldDistance: number;
  62954. /**
  62955. * Represents the blur intensity for the blurred part of the depth of field effect
  62956. */
  62957. depthOfFieldBlurWidth: number;
  62958. /**
  62959. * Gets how much the image is blurred by the movement while using the motion blur post-process
  62960. */
  62961. /**
  62962. * Sets how much the image is blurred by the movement while using the motion blur post-process
  62963. */
  62964. motionStrength: number;
  62965. /**
  62966. * Gets wether or not the motion blur post-process is object based or screen based.
  62967. */
  62968. /**
  62969. * Sets wether or not the motion blur post-process should be object based or screen based
  62970. */
  62971. objectBasedMotionBlur: boolean;
  62972. /**
  62973. * List of animations for the pipeline (IAnimatable implementation)
  62974. */
  62975. animations: Animation[];
  62976. /**
  62977. * Private members
  62978. */
  62979. private _scene;
  62980. private _currentDepthOfFieldSource;
  62981. private _basePostProcess;
  62982. private _fixedExposure;
  62983. private _currentExposure;
  62984. private _hdrAutoExposure;
  62985. private _hdrCurrentLuminance;
  62986. private _motionStrength;
  62987. private _isObjectBasedMotionBlur;
  62988. private _floatTextureType;
  62989. private _camerasToBeAttached;
  62990. private _ratio;
  62991. private _bloomEnabled;
  62992. private _depthOfFieldEnabled;
  62993. private _vlsEnabled;
  62994. private _lensFlareEnabled;
  62995. private _hdrEnabled;
  62996. private _motionBlurEnabled;
  62997. private _fxaaEnabled;
  62998. private _motionBlurSamples;
  62999. private _volumetricLightStepsCount;
  63000. private _samples;
  63001. /**
  63002. * @ignore
  63003. * Specifies if the bloom pipeline is enabled
  63004. */
  63005. BloomEnabled: boolean;
  63006. /**
  63007. * @ignore
  63008. * Specifies if the depth of field pipeline is enabed
  63009. */
  63010. DepthOfFieldEnabled: boolean;
  63011. /**
  63012. * @ignore
  63013. * Specifies if the lens flare pipeline is enabed
  63014. */
  63015. LensFlareEnabled: boolean;
  63016. /**
  63017. * @ignore
  63018. * Specifies if the HDR pipeline is enabled
  63019. */
  63020. HDREnabled: boolean;
  63021. /**
  63022. * @ignore
  63023. * Specifies if the volumetric lights scattering effect is enabled
  63024. */
  63025. VLSEnabled: boolean;
  63026. /**
  63027. * @ignore
  63028. * Specifies if the motion blur effect is enabled
  63029. */
  63030. MotionBlurEnabled: boolean;
  63031. /**
  63032. * Specifies if anti-aliasing is enabled
  63033. */
  63034. fxaaEnabled: boolean;
  63035. /**
  63036. * Specifies the number of steps used to calculate the volumetric lights
  63037. * Typically in interval [50, 200]
  63038. */
  63039. volumetricLightStepsCount: number;
  63040. /**
  63041. * Specifies the number of samples used for the motion blur effect
  63042. * Typically in interval [16, 64]
  63043. */
  63044. motionBlurSamples: number;
  63045. /**
  63046. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  63047. */
  63048. samples: number;
  63049. /**
  63050. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  63051. * @constructor
  63052. * @param name The rendering pipeline name
  63053. * @param scene The scene linked to this pipeline
  63054. * @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)
  63055. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  63056. * @param cameras The array of cameras that the rendering pipeline will be attached to
  63057. */
  63058. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  63059. private _buildPipeline;
  63060. private _createDownSampleX4PostProcess;
  63061. private _createBrightPassPostProcess;
  63062. private _createBlurPostProcesses;
  63063. private _createTextureAdderPostProcess;
  63064. private _createVolumetricLightPostProcess;
  63065. private _createLuminancePostProcesses;
  63066. private _createHdrPostProcess;
  63067. private _createLensFlarePostProcess;
  63068. private _createDepthOfFieldPostProcess;
  63069. private _createMotionBlurPostProcess;
  63070. private _getDepthTexture;
  63071. private _disposePostProcesses;
  63072. /**
  63073. * Dispose of the pipeline and stop all post processes
  63074. */
  63075. dispose(): void;
  63076. /**
  63077. * Serialize the rendering pipeline (Used when exporting)
  63078. * @returns the serialized object
  63079. */
  63080. serialize(): any;
  63081. /**
  63082. * Parse the serialized pipeline
  63083. * @param source Source pipeline.
  63084. * @param scene The scene to load the pipeline to.
  63085. * @param rootUrl The URL of the serialized pipeline.
  63086. * @returns An instantiated pipeline from the serialized object.
  63087. */
  63088. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  63089. /**
  63090. * Luminance steps
  63091. */
  63092. static LuminanceSteps: number;
  63093. }
  63094. }
  63095. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  63096. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  63097. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  63098. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  63099. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  63100. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  63101. }
  63102. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  63103. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  63104. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63105. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  63106. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  63107. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  63108. }
  63109. declare module "babylonjs/Shaders/tonemap.fragment" {
  63110. /** @hidden */
  63111. export var tonemapPixelShader: {
  63112. name: string;
  63113. shader: string;
  63114. };
  63115. }
  63116. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  63117. import { Camera } from "babylonjs/Cameras/camera";
  63118. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63119. import "babylonjs/Shaders/tonemap.fragment";
  63120. import { Engine } from "babylonjs/Engines/engine";
  63121. /** Defines operator used for tonemapping */
  63122. export enum TonemappingOperator {
  63123. /** Hable */
  63124. Hable = 0,
  63125. /** Reinhard */
  63126. Reinhard = 1,
  63127. /** HejiDawson */
  63128. HejiDawson = 2,
  63129. /** Photographic */
  63130. Photographic = 3
  63131. }
  63132. /**
  63133. * Defines a post process to apply tone mapping
  63134. */
  63135. export class TonemapPostProcess extends PostProcess {
  63136. private _operator;
  63137. /** Defines the required exposure adjustement */
  63138. exposureAdjustment: number;
  63139. /**
  63140. * Creates a new TonemapPostProcess
  63141. * @param name defines the name of the postprocess
  63142. * @param _operator defines the operator to use
  63143. * @param exposureAdjustment defines the required exposure adjustement
  63144. * @param camera defines the camera to use (can be null)
  63145. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  63146. * @param engine defines the hosting engine (can be ignore if camera is set)
  63147. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  63148. */
  63149. constructor(name: string, _operator: TonemappingOperator,
  63150. /** Defines the required exposure adjustement */
  63151. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  63152. }
  63153. }
  63154. declare module "babylonjs/Shaders/depth.vertex" {
  63155. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63156. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63157. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63158. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63159. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63160. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63161. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63162. /** @hidden */
  63163. export var depthVertexShader: {
  63164. name: string;
  63165. shader: string;
  63166. };
  63167. }
  63168. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  63169. /** @hidden */
  63170. export var volumetricLightScatteringPixelShader: {
  63171. name: string;
  63172. shader: string;
  63173. };
  63174. }
  63175. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  63176. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63177. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63178. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63179. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63180. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63181. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63182. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63183. /** @hidden */
  63184. export var volumetricLightScatteringPassVertexShader: {
  63185. name: string;
  63186. shader: string;
  63187. };
  63188. }
  63189. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  63190. /** @hidden */
  63191. export var volumetricLightScatteringPassPixelShader: {
  63192. name: string;
  63193. shader: string;
  63194. };
  63195. }
  63196. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  63197. import { Vector3 } from "babylonjs/Maths/math.vector";
  63198. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63199. import { Mesh } from "babylonjs/Meshes/mesh";
  63200. import { Camera } from "babylonjs/Cameras/camera";
  63201. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63202. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63203. import { Scene } from "babylonjs/scene";
  63204. import "babylonjs/Meshes/Builders/planeBuilder";
  63205. import "babylonjs/Shaders/depth.vertex";
  63206. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  63207. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  63208. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  63209. import { Engine } from "babylonjs/Engines/engine";
  63210. /**
  63211. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  63212. */
  63213. export class VolumetricLightScatteringPostProcess extends PostProcess {
  63214. private _volumetricLightScatteringPass;
  63215. private _volumetricLightScatteringRTT;
  63216. private _viewPort;
  63217. private _screenCoordinates;
  63218. private _cachedDefines;
  63219. /**
  63220. * If not undefined, the mesh position is computed from the attached node position
  63221. */
  63222. attachedNode: {
  63223. position: Vector3;
  63224. };
  63225. /**
  63226. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  63227. */
  63228. customMeshPosition: Vector3;
  63229. /**
  63230. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  63231. */
  63232. useCustomMeshPosition: boolean;
  63233. /**
  63234. * If the post-process should inverse the light scattering direction
  63235. */
  63236. invert: boolean;
  63237. /**
  63238. * The internal mesh used by the post-process
  63239. */
  63240. mesh: Mesh;
  63241. /**
  63242. * @hidden
  63243. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  63244. */
  63245. useDiffuseColor: boolean;
  63246. /**
  63247. * Array containing the excluded meshes not rendered in the internal pass
  63248. */
  63249. excludedMeshes: AbstractMesh[];
  63250. /**
  63251. * Controls the overall intensity of the post-process
  63252. */
  63253. exposure: number;
  63254. /**
  63255. * Dissipates each sample's contribution in range [0, 1]
  63256. */
  63257. decay: number;
  63258. /**
  63259. * Controls the overall intensity of each sample
  63260. */
  63261. weight: number;
  63262. /**
  63263. * Controls the density of each sample
  63264. */
  63265. density: number;
  63266. /**
  63267. * @constructor
  63268. * @param name The post-process name
  63269. * @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)
  63270. * @param camera The camera that the post-process will be attached to
  63271. * @param mesh The mesh used to create the light scattering
  63272. * @param samples The post-process quality, default 100
  63273. * @param samplingModeThe post-process filtering mode
  63274. * @param engine The babylon engine
  63275. * @param reusable If the post-process is reusable
  63276. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  63277. */
  63278. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  63279. /**
  63280. * Returns the string "VolumetricLightScatteringPostProcess"
  63281. * @returns "VolumetricLightScatteringPostProcess"
  63282. */
  63283. getClassName(): string;
  63284. private _isReady;
  63285. /**
  63286. * Sets the new light position for light scattering effect
  63287. * @param position The new custom light position
  63288. */
  63289. setCustomMeshPosition(position: Vector3): void;
  63290. /**
  63291. * Returns the light position for light scattering effect
  63292. * @return Vector3 The custom light position
  63293. */
  63294. getCustomMeshPosition(): Vector3;
  63295. /**
  63296. * Disposes the internal assets and detaches the post-process from the camera
  63297. */
  63298. dispose(camera: Camera): void;
  63299. /**
  63300. * Returns the render target texture used by the post-process
  63301. * @return the render target texture used by the post-process
  63302. */
  63303. getPass(): RenderTargetTexture;
  63304. private _meshExcluded;
  63305. private _createPass;
  63306. private _updateMeshScreenCoordinates;
  63307. /**
  63308. * Creates a default mesh for the Volumeric Light Scattering post-process
  63309. * @param name The mesh name
  63310. * @param scene The scene where to create the mesh
  63311. * @return the default mesh
  63312. */
  63313. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  63314. }
  63315. }
  63316. declare module "babylonjs/PostProcesses/index" {
  63317. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  63318. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  63319. export * from "babylonjs/PostProcesses/bloomEffect";
  63320. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  63321. export * from "babylonjs/PostProcesses/blurPostProcess";
  63322. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  63323. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  63324. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  63325. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  63326. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63327. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  63328. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  63329. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  63330. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  63331. export * from "babylonjs/PostProcesses/filterPostProcess";
  63332. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  63333. export * from "babylonjs/PostProcesses/grainPostProcess";
  63334. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  63335. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  63336. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  63337. export * from "babylonjs/PostProcesses/passPostProcess";
  63338. export * from "babylonjs/PostProcesses/postProcess";
  63339. export * from "babylonjs/PostProcesses/postProcessManager";
  63340. export * from "babylonjs/PostProcesses/refractionPostProcess";
  63341. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  63342. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  63343. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  63344. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  63345. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  63346. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  63347. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  63348. }
  63349. declare module "babylonjs/Probes/index" {
  63350. export * from "babylonjs/Probes/reflectionProbe";
  63351. }
  63352. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  63353. import { Scene } from "babylonjs/scene";
  63354. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63355. import { SmartArray } from "babylonjs/Misc/smartArray";
  63356. import { ISceneComponent } from "babylonjs/sceneComponent";
  63357. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  63358. import "babylonjs/Meshes/Builders/boxBuilder";
  63359. import "babylonjs/Shaders/color.fragment";
  63360. import "babylonjs/Shaders/color.vertex";
  63361. import { Color3 } from "babylonjs/Maths/math.color";
  63362. module "babylonjs/scene" {
  63363. interface Scene {
  63364. /** @hidden (Backing field) */
  63365. _boundingBoxRenderer: BoundingBoxRenderer;
  63366. /** @hidden (Backing field) */
  63367. _forceShowBoundingBoxes: boolean;
  63368. /**
  63369. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  63370. */
  63371. forceShowBoundingBoxes: boolean;
  63372. /**
  63373. * Gets the bounding box renderer associated with the scene
  63374. * @returns a BoundingBoxRenderer
  63375. */
  63376. getBoundingBoxRenderer(): BoundingBoxRenderer;
  63377. }
  63378. }
  63379. module "babylonjs/Meshes/abstractMesh" {
  63380. interface AbstractMesh {
  63381. /** @hidden (Backing field) */
  63382. _showBoundingBox: boolean;
  63383. /**
  63384. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  63385. */
  63386. showBoundingBox: boolean;
  63387. }
  63388. }
  63389. /**
  63390. * Component responsible of rendering the bounding box of the meshes in a scene.
  63391. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  63392. */
  63393. export class BoundingBoxRenderer implements ISceneComponent {
  63394. /**
  63395. * The component name helpfull to identify the component in the list of scene components.
  63396. */
  63397. readonly name: string;
  63398. /**
  63399. * The scene the component belongs to.
  63400. */
  63401. scene: Scene;
  63402. /**
  63403. * Color of the bounding box lines placed in front of an object
  63404. */
  63405. frontColor: Color3;
  63406. /**
  63407. * Color of the bounding box lines placed behind an object
  63408. */
  63409. backColor: Color3;
  63410. /**
  63411. * Defines if the renderer should show the back lines or not
  63412. */
  63413. showBackLines: boolean;
  63414. /**
  63415. * @hidden
  63416. */
  63417. renderList: SmartArray<BoundingBox>;
  63418. private _colorShader;
  63419. private _vertexBuffers;
  63420. private _indexBuffer;
  63421. private _fillIndexBuffer;
  63422. private _fillIndexData;
  63423. /**
  63424. * Instantiates a new bounding box renderer in a scene.
  63425. * @param scene the scene the renderer renders in
  63426. */
  63427. constructor(scene: Scene);
  63428. /**
  63429. * Registers the component in a given scene
  63430. */
  63431. register(): void;
  63432. private _evaluateSubMesh;
  63433. private _activeMesh;
  63434. private _prepareRessources;
  63435. private _createIndexBuffer;
  63436. /**
  63437. * Rebuilds the elements related to this component in case of
  63438. * context lost for instance.
  63439. */
  63440. rebuild(): void;
  63441. /**
  63442. * @hidden
  63443. */
  63444. reset(): void;
  63445. /**
  63446. * Render the bounding boxes of a specific rendering group
  63447. * @param renderingGroupId defines the rendering group to render
  63448. */
  63449. render(renderingGroupId: number): void;
  63450. /**
  63451. * In case of occlusion queries, we can render the occlusion bounding box through this method
  63452. * @param mesh Define the mesh to render the occlusion bounding box for
  63453. */
  63454. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  63455. /**
  63456. * Dispose and release the resources attached to this renderer.
  63457. */
  63458. dispose(): void;
  63459. }
  63460. }
  63461. declare module "babylonjs/Shaders/depth.fragment" {
  63462. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  63463. /** @hidden */
  63464. export var depthPixelShader: {
  63465. name: string;
  63466. shader: string;
  63467. };
  63468. }
  63469. declare module "babylonjs/Rendering/depthRenderer" {
  63470. import { Nullable } from "babylonjs/types";
  63471. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63472. import { Scene } from "babylonjs/scene";
  63473. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63474. import { Camera } from "babylonjs/Cameras/camera";
  63475. import "babylonjs/Shaders/depth.fragment";
  63476. import "babylonjs/Shaders/depth.vertex";
  63477. /**
  63478. * This represents a depth renderer in Babylon.
  63479. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  63480. */
  63481. export class DepthRenderer {
  63482. private _scene;
  63483. private _depthMap;
  63484. private _effect;
  63485. private readonly _storeNonLinearDepth;
  63486. private readonly _clearColor;
  63487. /** Get if the depth renderer is using packed depth or not */
  63488. readonly isPacked: boolean;
  63489. private _cachedDefines;
  63490. private _camera;
  63491. /**
  63492. * Specifiess that the depth renderer will only be used within
  63493. * the camera it is created for.
  63494. * This can help forcing its rendering during the camera processing.
  63495. */
  63496. useOnlyInActiveCamera: boolean;
  63497. /** @hidden */
  63498. static _SceneComponentInitialization: (scene: Scene) => void;
  63499. /**
  63500. * Instantiates a depth renderer
  63501. * @param scene The scene the renderer belongs to
  63502. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  63503. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  63504. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  63505. */
  63506. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  63507. /**
  63508. * Creates the depth rendering effect and checks if the effect is ready.
  63509. * @param subMesh The submesh to be used to render the depth map of
  63510. * @param useInstances If multiple world instances should be used
  63511. * @returns if the depth renderer is ready to render the depth map
  63512. */
  63513. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63514. /**
  63515. * Gets the texture which the depth map will be written to.
  63516. * @returns The depth map texture
  63517. */
  63518. getDepthMap(): RenderTargetTexture;
  63519. /**
  63520. * Disposes of the depth renderer.
  63521. */
  63522. dispose(): void;
  63523. }
  63524. }
  63525. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  63526. import { Nullable } from "babylonjs/types";
  63527. import { Scene } from "babylonjs/scene";
  63528. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  63529. import { Camera } from "babylonjs/Cameras/camera";
  63530. import { ISceneComponent } from "babylonjs/sceneComponent";
  63531. module "babylonjs/scene" {
  63532. interface Scene {
  63533. /** @hidden (Backing field) */
  63534. _depthRenderer: {
  63535. [id: string]: DepthRenderer;
  63536. };
  63537. /**
  63538. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  63539. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  63540. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  63541. * @returns the created depth renderer
  63542. */
  63543. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  63544. /**
  63545. * Disables a depth renderer for a given camera
  63546. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  63547. */
  63548. disableDepthRenderer(camera?: Nullable<Camera>): void;
  63549. }
  63550. }
  63551. /**
  63552. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  63553. * in several rendering techniques.
  63554. */
  63555. export class DepthRendererSceneComponent implements ISceneComponent {
  63556. /**
  63557. * The component name helpfull to identify the component in the list of scene components.
  63558. */
  63559. readonly name: string;
  63560. /**
  63561. * The scene the component belongs to.
  63562. */
  63563. scene: Scene;
  63564. /**
  63565. * Creates a new instance of the component for the given scene
  63566. * @param scene Defines the scene to register the component in
  63567. */
  63568. constructor(scene: Scene);
  63569. /**
  63570. * Registers the component in a given scene
  63571. */
  63572. register(): void;
  63573. /**
  63574. * Rebuilds the elements related to this component in case of
  63575. * context lost for instance.
  63576. */
  63577. rebuild(): void;
  63578. /**
  63579. * Disposes the component and the associated ressources
  63580. */
  63581. dispose(): void;
  63582. private _gatherRenderTargets;
  63583. private _gatherActiveCameraRenderTargets;
  63584. }
  63585. }
  63586. declare module "babylonjs/Shaders/outline.fragment" {
  63587. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  63588. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  63589. /** @hidden */
  63590. export var outlinePixelShader: {
  63591. name: string;
  63592. shader: string;
  63593. };
  63594. }
  63595. declare module "babylonjs/Shaders/outline.vertex" {
  63596. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63597. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63598. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63599. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63600. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  63601. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63602. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63603. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63604. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  63605. /** @hidden */
  63606. export var outlineVertexShader: {
  63607. name: string;
  63608. shader: string;
  63609. };
  63610. }
  63611. declare module "babylonjs/Rendering/outlineRenderer" {
  63612. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63613. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  63614. import { Scene } from "babylonjs/scene";
  63615. import { ISceneComponent } from "babylonjs/sceneComponent";
  63616. import "babylonjs/Shaders/outline.fragment";
  63617. import "babylonjs/Shaders/outline.vertex";
  63618. module "babylonjs/scene" {
  63619. interface Scene {
  63620. /** @hidden */
  63621. _outlineRenderer: OutlineRenderer;
  63622. /**
  63623. * Gets the outline renderer associated with the scene
  63624. * @returns a OutlineRenderer
  63625. */
  63626. getOutlineRenderer(): OutlineRenderer;
  63627. }
  63628. }
  63629. module "babylonjs/Meshes/abstractMesh" {
  63630. interface AbstractMesh {
  63631. /** @hidden (Backing field) */
  63632. _renderOutline: boolean;
  63633. /**
  63634. * Gets or sets a boolean indicating if the outline must be rendered as well
  63635. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  63636. */
  63637. renderOutline: boolean;
  63638. /** @hidden (Backing field) */
  63639. _renderOverlay: boolean;
  63640. /**
  63641. * Gets or sets a boolean indicating if the overlay must be rendered as well
  63642. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  63643. */
  63644. renderOverlay: boolean;
  63645. }
  63646. }
  63647. /**
  63648. * This class is responsible to draw bothe outline/overlay of meshes.
  63649. * It should not be used directly but through the available method on mesh.
  63650. */
  63651. export class OutlineRenderer implements ISceneComponent {
  63652. /**
  63653. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  63654. */
  63655. private static _StencilReference;
  63656. /**
  63657. * The name of the component. Each component must have a unique name.
  63658. */
  63659. name: string;
  63660. /**
  63661. * The scene the component belongs to.
  63662. */
  63663. scene: Scene;
  63664. /**
  63665. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  63666. */
  63667. zOffset: number;
  63668. private _engine;
  63669. private _effect;
  63670. private _cachedDefines;
  63671. private _savedDepthWrite;
  63672. /**
  63673. * Instantiates a new outline renderer. (There could be only one per scene).
  63674. * @param scene Defines the scene it belongs to
  63675. */
  63676. constructor(scene: Scene);
  63677. /**
  63678. * Register the component to one instance of a scene.
  63679. */
  63680. register(): void;
  63681. /**
  63682. * Rebuilds the elements related to this component in case of
  63683. * context lost for instance.
  63684. */
  63685. rebuild(): void;
  63686. /**
  63687. * Disposes the component and the associated ressources.
  63688. */
  63689. dispose(): void;
  63690. /**
  63691. * Renders the outline in the canvas.
  63692. * @param subMesh Defines the sumesh to render
  63693. * @param batch Defines the batch of meshes in case of instances
  63694. * @param useOverlay Defines if the rendering is for the overlay or the outline
  63695. */
  63696. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  63697. /**
  63698. * Returns whether or not the outline renderer is ready for a given submesh.
  63699. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  63700. * @param subMesh Defines the submesh to check readyness for
  63701. * @param useInstances Defines wheter wee are trying to render instances or not
  63702. * @returns true if ready otherwise false
  63703. */
  63704. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63705. private _beforeRenderingMesh;
  63706. private _afterRenderingMesh;
  63707. }
  63708. }
  63709. declare module "babylonjs/Rendering/index" {
  63710. export * from "babylonjs/Rendering/boundingBoxRenderer";
  63711. export * from "babylonjs/Rendering/depthRenderer";
  63712. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  63713. export * from "babylonjs/Rendering/edgesRenderer";
  63714. export * from "babylonjs/Rendering/geometryBufferRenderer";
  63715. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  63716. export * from "babylonjs/Rendering/outlineRenderer";
  63717. export * from "babylonjs/Rendering/renderingGroup";
  63718. export * from "babylonjs/Rendering/renderingManager";
  63719. export * from "babylonjs/Rendering/utilityLayerRenderer";
  63720. }
  63721. declare module "babylonjs/Sprites/spritePackedManager" {
  63722. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  63723. import { Scene } from "babylonjs/scene";
  63724. /**
  63725. * Class used to manage multiple sprites of different sizes on the same spritesheet
  63726. * @see http://doc.babylonjs.com/babylon101/sprites
  63727. */
  63728. export class SpritePackedManager extends SpriteManager {
  63729. /** defines the packed manager's name */
  63730. name: string;
  63731. /**
  63732. * Creates a new sprite manager from a packed sprite sheet
  63733. * @param name defines the manager's name
  63734. * @param imgUrl defines the sprite sheet url
  63735. * @param capacity defines the maximum allowed number of sprites
  63736. * @param scene defines the hosting scene
  63737. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  63738. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  63739. * @param samplingMode defines the smapling mode to use with spritesheet
  63740. * @param fromPacked set to true; do not alter
  63741. */
  63742. constructor(
  63743. /** defines the packed manager's name */
  63744. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  63745. }
  63746. }
  63747. declare module "babylonjs/Sprites/index" {
  63748. export * from "babylonjs/Sprites/sprite";
  63749. export * from "babylonjs/Sprites/spriteManager";
  63750. export * from "babylonjs/Sprites/spritePackedManager";
  63751. export * from "babylonjs/Sprites/spriteSceneComponent";
  63752. }
  63753. declare module "babylonjs/Misc/assetsManager" {
  63754. import { Scene } from "babylonjs/scene";
  63755. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63756. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  63757. import { Skeleton } from "babylonjs/Bones/skeleton";
  63758. import { Observable } from "babylonjs/Misc/observable";
  63759. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  63760. import { Texture } from "babylonjs/Materials/Textures/texture";
  63761. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  63762. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  63763. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  63764. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  63765. /**
  63766. * Defines the list of states available for a task inside a AssetsManager
  63767. */
  63768. export enum AssetTaskState {
  63769. /**
  63770. * Initialization
  63771. */
  63772. INIT = 0,
  63773. /**
  63774. * Running
  63775. */
  63776. RUNNING = 1,
  63777. /**
  63778. * Done
  63779. */
  63780. DONE = 2,
  63781. /**
  63782. * Error
  63783. */
  63784. ERROR = 3
  63785. }
  63786. /**
  63787. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  63788. */
  63789. export abstract class AbstractAssetTask {
  63790. /**
  63791. * Task name
  63792. */ name: string;
  63793. /**
  63794. * Callback called when the task is successful
  63795. */
  63796. onSuccess: (task: any) => void;
  63797. /**
  63798. * Callback called when the task is not successful
  63799. */
  63800. onError: (task: any, message?: string, exception?: any) => void;
  63801. /**
  63802. * Creates a new AssetsManager
  63803. * @param name defines the name of the task
  63804. */
  63805. constructor(
  63806. /**
  63807. * Task name
  63808. */ name: string);
  63809. private _isCompleted;
  63810. private _taskState;
  63811. private _errorObject;
  63812. /**
  63813. * Get if the task is completed
  63814. */
  63815. readonly isCompleted: boolean;
  63816. /**
  63817. * Gets the current state of the task
  63818. */
  63819. readonly taskState: AssetTaskState;
  63820. /**
  63821. * Gets the current error object (if task is in error)
  63822. */
  63823. readonly errorObject: {
  63824. message?: string;
  63825. exception?: any;
  63826. };
  63827. /**
  63828. * Internal only
  63829. * @hidden
  63830. */
  63831. _setErrorObject(message?: string, exception?: any): void;
  63832. /**
  63833. * Execute the current task
  63834. * @param scene defines the scene where you want your assets to be loaded
  63835. * @param onSuccess is a callback called when the task is successfully executed
  63836. * @param onError is a callback called if an error occurs
  63837. */
  63838. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63839. /**
  63840. * Execute the current task
  63841. * @param scene defines the scene where you want your assets to be loaded
  63842. * @param onSuccess is a callback called when the task is successfully executed
  63843. * @param onError is a callback called if an error occurs
  63844. */
  63845. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63846. /**
  63847. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  63848. * This can be used with failed tasks that have the reason for failure fixed.
  63849. */
  63850. reset(): void;
  63851. private onErrorCallback;
  63852. private onDoneCallback;
  63853. }
  63854. /**
  63855. * Define the interface used by progress events raised during assets loading
  63856. */
  63857. export interface IAssetsProgressEvent {
  63858. /**
  63859. * Defines the number of remaining tasks to process
  63860. */
  63861. remainingCount: number;
  63862. /**
  63863. * Defines the total number of tasks
  63864. */
  63865. totalCount: number;
  63866. /**
  63867. * Defines the task that was just processed
  63868. */
  63869. task: AbstractAssetTask;
  63870. }
  63871. /**
  63872. * Class used to share progress information about assets loading
  63873. */
  63874. export class AssetsProgressEvent implements IAssetsProgressEvent {
  63875. /**
  63876. * Defines the number of remaining tasks to process
  63877. */
  63878. remainingCount: number;
  63879. /**
  63880. * Defines the total number of tasks
  63881. */
  63882. totalCount: number;
  63883. /**
  63884. * Defines the task that was just processed
  63885. */
  63886. task: AbstractAssetTask;
  63887. /**
  63888. * Creates a AssetsProgressEvent
  63889. * @param remainingCount defines the number of remaining tasks to process
  63890. * @param totalCount defines the total number of tasks
  63891. * @param task defines the task that was just processed
  63892. */
  63893. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  63894. }
  63895. /**
  63896. * Define a task used by AssetsManager to load meshes
  63897. */
  63898. export class MeshAssetTask extends AbstractAssetTask {
  63899. /**
  63900. * Defines the name of the task
  63901. */
  63902. name: string;
  63903. /**
  63904. * Defines the list of mesh's names you want to load
  63905. */
  63906. meshesNames: any;
  63907. /**
  63908. * Defines the root url to use as a base to load your meshes and associated resources
  63909. */
  63910. rootUrl: string;
  63911. /**
  63912. * Defines the filename of the scene to load from
  63913. */
  63914. sceneFilename: string;
  63915. /**
  63916. * Gets the list of loaded meshes
  63917. */
  63918. loadedMeshes: Array<AbstractMesh>;
  63919. /**
  63920. * Gets the list of loaded particle systems
  63921. */
  63922. loadedParticleSystems: Array<IParticleSystem>;
  63923. /**
  63924. * Gets the list of loaded skeletons
  63925. */
  63926. loadedSkeletons: Array<Skeleton>;
  63927. /**
  63928. * Gets the list of loaded animation groups
  63929. */
  63930. loadedAnimationGroups: Array<AnimationGroup>;
  63931. /**
  63932. * Callback called when the task is successful
  63933. */
  63934. onSuccess: (task: MeshAssetTask) => void;
  63935. /**
  63936. * Callback called when the task is successful
  63937. */
  63938. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  63939. /**
  63940. * Creates a new MeshAssetTask
  63941. * @param name defines the name of the task
  63942. * @param meshesNames defines the list of mesh's names you want to load
  63943. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  63944. * @param sceneFilename defines the filename of the scene to load from
  63945. */
  63946. constructor(
  63947. /**
  63948. * Defines the name of the task
  63949. */
  63950. name: string,
  63951. /**
  63952. * Defines the list of mesh's names you want to load
  63953. */
  63954. meshesNames: any,
  63955. /**
  63956. * Defines the root url to use as a base to load your meshes and associated resources
  63957. */
  63958. rootUrl: string,
  63959. /**
  63960. * Defines the filename of the scene to load from
  63961. */
  63962. sceneFilename: string);
  63963. /**
  63964. * Execute the current task
  63965. * @param scene defines the scene where you want your assets to be loaded
  63966. * @param onSuccess is a callback called when the task is successfully executed
  63967. * @param onError is a callback called if an error occurs
  63968. */
  63969. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63970. }
  63971. /**
  63972. * Define a task used by AssetsManager to load text content
  63973. */
  63974. export class TextFileAssetTask extends AbstractAssetTask {
  63975. /**
  63976. * Defines the name of the task
  63977. */
  63978. name: string;
  63979. /**
  63980. * Defines the location of the file to load
  63981. */
  63982. url: string;
  63983. /**
  63984. * Gets the loaded text string
  63985. */
  63986. text: string;
  63987. /**
  63988. * Callback called when the task is successful
  63989. */
  63990. onSuccess: (task: TextFileAssetTask) => void;
  63991. /**
  63992. * Callback called when the task is successful
  63993. */
  63994. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  63995. /**
  63996. * Creates a new TextFileAssetTask object
  63997. * @param name defines the name of the task
  63998. * @param url defines the location of the file to load
  63999. */
  64000. constructor(
  64001. /**
  64002. * Defines the name of the task
  64003. */
  64004. name: string,
  64005. /**
  64006. * Defines the location of the file to load
  64007. */
  64008. url: string);
  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. /**
  64018. * Define a task used by AssetsManager to load binary data
  64019. */
  64020. export class BinaryFileAssetTask extends AbstractAssetTask {
  64021. /**
  64022. * Defines the name of the task
  64023. */
  64024. name: string;
  64025. /**
  64026. * Defines the location of the file to load
  64027. */
  64028. url: string;
  64029. /**
  64030. * Gets the lodaded data (as an array buffer)
  64031. */
  64032. data: ArrayBuffer;
  64033. /**
  64034. * Callback called when the task is successful
  64035. */
  64036. onSuccess: (task: BinaryFileAssetTask) => void;
  64037. /**
  64038. * Callback called when the task is successful
  64039. */
  64040. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  64041. /**
  64042. * Creates a new BinaryFileAssetTask object
  64043. * @param name defines the name of the new task
  64044. * @param url defines the location of the file to load
  64045. */
  64046. constructor(
  64047. /**
  64048. * Defines the name of the task
  64049. */
  64050. name: string,
  64051. /**
  64052. * Defines the location of the file to load
  64053. */
  64054. url: string);
  64055. /**
  64056. * Execute the current task
  64057. * @param scene defines the scene where you want your assets to be loaded
  64058. * @param onSuccess is a callback called when the task is successfully executed
  64059. * @param onError is a callback called if an error occurs
  64060. */
  64061. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64062. }
  64063. /**
  64064. * Define a task used by AssetsManager to load images
  64065. */
  64066. export class ImageAssetTask extends AbstractAssetTask {
  64067. /**
  64068. * Defines the name of the task
  64069. */
  64070. name: string;
  64071. /**
  64072. * Defines the location of the image to load
  64073. */
  64074. url: string;
  64075. /**
  64076. * Gets the loaded images
  64077. */
  64078. image: HTMLImageElement;
  64079. /**
  64080. * Callback called when the task is successful
  64081. */
  64082. onSuccess: (task: ImageAssetTask) => void;
  64083. /**
  64084. * Callback called when the task is successful
  64085. */
  64086. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  64087. /**
  64088. * Creates a new ImageAssetTask
  64089. * @param name defines the name of the task
  64090. * @param url defines the location of the image to load
  64091. */
  64092. constructor(
  64093. /**
  64094. * Defines the name of the task
  64095. */
  64096. name: string,
  64097. /**
  64098. * Defines the location of the image to load
  64099. */
  64100. url: string);
  64101. /**
  64102. * Execute the current task
  64103. * @param scene defines the scene where you want your assets to be loaded
  64104. * @param onSuccess is a callback called when the task is successfully executed
  64105. * @param onError is a callback called if an error occurs
  64106. */
  64107. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64108. }
  64109. /**
  64110. * Defines the interface used by texture loading tasks
  64111. */
  64112. export interface ITextureAssetTask<TEX extends BaseTexture> {
  64113. /**
  64114. * Gets the loaded texture
  64115. */
  64116. texture: TEX;
  64117. }
  64118. /**
  64119. * Define a task used by AssetsManager to load 2D textures
  64120. */
  64121. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  64122. /**
  64123. * Defines the name of the task
  64124. */
  64125. name: string;
  64126. /**
  64127. * Defines the location of the file to load
  64128. */
  64129. url: string;
  64130. /**
  64131. * Defines if mipmap should not be generated (default is false)
  64132. */
  64133. noMipmap?: boolean | undefined;
  64134. /**
  64135. * Defines if texture must be inverted on Y axis (default is false)
  64136. */
  64137. invertY?: boolean | undefined;
  64138. /**
  64139. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64140. */
  64141. samplingMode: number;
  64142. /**
  64143. * Gets the loaded texture
  64144. */
  64145. texture: Texture;
  64146. /**
  64147. * Callback called when the task is successful
  64148. */
  64149. onSuccess: (task: TextureAssetTask) => void;
  64150. /**
  64151. * Callback called when the task is successful
  64152. */
  64153. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  64154. /**
  64155. * Creates a new TextureAssetTask object
  64156. * @param name defines the name of the task
  64157. * @param url defines the location of the file to load
  64158. * @param noMipmap defines if mipmap should not be generated (default is false)
  64159. * @param invertY defines if texture must be inverted on Y axis (default is false)
  64160. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64161. */
  64162. constructor(
  64163. /**
  64164. * Defines the name of the task
  64165. */
  64166. name: string,
  64167. /**
  64168. * Defines the location of the file to load
  64169. */
  64170. url: string,
  64171. /**
  64172. * Defines if mipmap should not be generated (default is false)
  64173. */
  64174. noMipmap?: boolean | undefined,
  64175. /**
  64176. * Defines if texture must be inverted on Y axis (default is false)
  64177. */
  64178. invertY?: boolean | undefined,
  64179. /**
  64180. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64181. */
  64182. samplingMode?: number);
  64183. /**
  64184. * Execute the current task
  64185. * @param scene defines the scene where you want your assets to be loaded
  64186. * @param onSuccess is a callback called when the task is successfully executed
  64187. * @param onError is a callback called if an error occurs
  64188. */
  64189. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64190. }
  64191. /**
  64192. * Define a task used by AssetsManager to load cube textures
  64193. */
  64194. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  64195. /**
  64196. * Defines the name of the task
  64197. */
  64198. name: string;
  64199. /**
  64200. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64201. */
  64202. url: string;
  64203. /**
  64204. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64205. */
  64206. extensions?: string[] | undefined;
  64207. /**
  64208. * Defines if mipmaps should not be generated (default is false)
  64209. */
  64210. noMipmap?: boolean | undefined;
  64211. /**
  64212. * Defines the explicit list of files (undefined by default)
  64213. */
  64214. files?: string[] | undefined;
  64215. /**
  64216. * Gets the loaded texture
  64217. */
  64218. texture: CubeTexture;
  64219. /**
  64220. * Callback called when the task is successful
  64221. */
  64222. onSuccess: (task: CubeTextureAssetTask) => void;
  64223. /**
  64224. * Callback called when the task is successful
  64225. */
  64226. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  64227. /**
  64228. * Creates a new CubeTextureAssetTask
  64229. * @param name defines the name of the task
  64230. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64231. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64232. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64233. * @param files defines the explicit list of files (undefined by default)
  64234. */
  64235. constructor(
  64236. /**
  64237. * Defines the name of the task
  64238. */
  64239. name: string,
  64240. /**
  64241. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64242. */
  64243. url: string,
  64244. /**
  64245. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64246. */
  64247. extensions?: string[] | undefined,
  64248. /**
  64249. * Defines if mipmaps should not be generated (default is false)
  64250. */
  64251. noMipmap?: boolean | undefined,
  64252. /**
  64253. * Defines the explicit list of files (undefined by default)
  64254. */
  64255. files?: string[] | undefined);
  64256. /**
  64257. * Execute the current task
  64258. * @param scene defines the scene where you want your assets to be loaded
  64259. * @param onSuccess is a callback called when the task is successfully executed
  64260. * @param onError is a callback called if an error occurs
  64261. */
  64262. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64263. }
  64264. /**
  64265. * Define a task used by AssetsManager to load HDR cube textures
  64266. */
  64267. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  64268. /**
  64269. * Defines the name of the task
  64270. */
  64271. name: string;
  64272. /**
  64273. * Defines the location of the file to load
  64274. */
  64275. url: string;
  64276. /**
  64277. * Defines the desired size (the more it increases the longer the generation will be)
  64278. */
  64279. size: number;
  64280. /**
  64281. * Defines if mipmaps should not be generated (default is false)
  64282. */
  64283. noMipmap: boolean;
  64284. /**
  64285. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64286. */
  64287. generateHarmonics: boolean;
  64288. /**
  64289. * 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)
  64290. */
  64291. gammaSpace: boolean;
  64292. /**
  64293. * Internal Use Only
  64294. */
  64295. reserved: boolean;
  64296. /**
  64297. * Gets the loaded texture
  64298. */
  64299. texture: HDRCubeTexture;
  64300. /**
  64301. * Callback called when the task is successful
  64302. */
  64303. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  64304. /**
  64305. * Callback called when the task is successful
  64306. */
  64307. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  64308. /**
  64309. * Creates a new HDRCubeTextureAssetTask object
  64310. * @param name defines the name of the task
  64311. * @param url defines the location of the file to load
  64312. * @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.
  64313. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64314. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64315. * @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)
  64316. * @param reserved Internal use only
  64317. */
  64318. constructor(
  64319. /**
  64320. * Defines the name of the task
  64321. */
  64322. name: string,
  64323. /**
  64324. * Defines the location of the file to load
  64325. */
  64326. url: string,
  64327. /**
  64328. * Defines the desired size (the more it increases the longer the generation will be)
  64329. */
  64330. size: number,
  64331. /**
  64332. * Defines if mipmaps should not be generated (default is false)
  64333. */
  64334. noMipmap?: boolean,
  64335. /**
  64336. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64337. */
  64338. generateHarmonics?: boolean,
  64339. /**
  64340. * 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)
  64341. */
  64342. gammaSpace?: boolean,
  64343. /**
  64344. * Internal Use Only
  64345. */
  64346. reserved?: boolean);
  64347. /**
  64348. * Execute the current task
  64349. * @param scene defines the scene where you want your assets to be loaded
  64350. * @param onSuccess is a callback called when the task is successfully executed
  64351. * @param onError is a callback called if an error occurs
  64352. */
  64353. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64354. }
  64355. /**
  64356. * Define a task used by AssetsManager to load Equirectangular cube textures
  64357. */
  64358. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  64359. /**
  64360. * Defines the name of the task
  64361. */
  64362. name: string;
  64363. /**
  64364. * Defines the location of the file to load
  64365. */
  64366. url: string;
  64367. /**
  64368. * Defines the desired size (the more it increases the longer the generation will be)
  64369. */
  64370. size: number;
  64371. /**
  64372. * Defines if mipmaps should not be generated (default is false)
  64373. */
  64374. noMipmap: boolean;
  64375. /**
  64376. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  64377. * but the standard material would require them in Gamma space) (default is true)
  64378. */
  64379. gammaSpace: boolean;
  64380. /**
  64381. * Gets the loaded texture
  64382. */
  64383. texture: EquiRectangularCubeTexture;
  64384. /**
  64385. * Callback called when the task is successful
  64386. */
  64387. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  64388. /**
  64389. * Callback called when the task is successful
  64390. */
  64391. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  64392. /**
  64393. * Creates a new EquiRectangularCubeTextureAssetTask object
  64394. * @param name defines the name of the task
  64395. * @param url defines the location of the file to load
  64396. * @param size defines the desired size (the more it increases the longer the generation will be)
  64397. * If the size is omitted this implies you are using a preprocessed cubemap.
  64398. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64399. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  64400. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  64401. * (default is true)
  64402. */
  64403. constructor(
  64404. /**
  64405. * Defines the name of the task
  64406. */
  64407. name: string,
  64408. /**
  64409. * Defines the location of the file to load
  64410. */
  64411. url: string,
  64412. /**
  64413. * Defines the desired size (the more it increases the longer the generation will be)
  64414. */
  64415. size: number,
  64416. /**
  64417. * Defines if mipmaps should not be generated (default is false)
  64418. */
  64419. noMipmap?: boolean,
  64420. /**
  64421. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  64422. * but the standard material would require them in Gamma space) (default is true)
  64423. */
  64424. gammaSpace?: boolean);
  64425. /**
  64426. * Execute the current task
  64427. * @param scene defines the scene where you want your assets to be loaded
  64428. * @param onSuccess is a callback called when the task is successfully executed
  64429. * @param onError is a callback called if an error occurs
  64430. */
  64431. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64432. }
  64433. /**
  64434. * This class can be used to easily import assets into a scene
  64435. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  64436. */
  64437. export class AssetsManager {
  64438. private _scene;
  64439. private _isLoading;
  64440. protected _tasks: AbstractAssetTask[];
  64441. protected _waitingTasksCount: number;
  64442. protected _totalTasksCount: number;
  64443. /**
  64444. * Callback called when all tasks are processed
  64445. */
  64446. onFinish: (tasks: AbstractAssetTask[]) => void;
  64447. /**
  64448. * Callback called when a task is successful
  64449. */
  64450. onTaskSuccess: (task: AbstractAssetTask) => void;
  64451. /**
  64452. * Callback called when a task had an error
  64453. */
  64454. onTaskError: (task: AbstractAssetTask) => void;
  64455. /**
  64456. * Callback called when a task is done (whatever the result is)
  64457. */
  64458. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  64459. /**
  64460. * Observable called when all tasks are processed
  64461. */
  64462. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  64463. /**
  64464. * Observable called when a task had an error
  64465. */
  64466. onTaskErrorObservable: Observable<AbstractAssetTask>;
  64467. /**
  64468. * Observable called when all tasks were executed
  64469. */
  64470. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  64471. /**
  64472. * Observable called when a task is done (whatever the result is)
  64473. */
  64474. onProgressObservable: Observable<IAssetsProgressEvent>;
  64475. /**
  64476. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  64477. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  64478. */
  64479. useDefaultLoadingScreen: boolean;
  64480. /**
  64481. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  64482. * when all assets have been downloaded.
  64483. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  64484. */
  64485. autoHideLoadingUI: boolean;
  64486. /**
  64487. * Creates a new AssetsManager
  64488. * @param scene defines the scene to work on
  64489. */
  64490. constructor(scene: Scene);
  64491. /**
  64492. * Add a MeshAssetTask to the list of active tasks
  64493. * @param taskName defines the name of the new task
  64494. * @param meshesNames defines the name of meshes to load
  64495. * @param rootUrl defines the root url to use to locate files
  64496. * @param sceneFilename defines the filename of the scene file
  64497. * @returns a new MeshAssetTask object
  64498. */
  64499. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  64500. /**
  64501. * Add a TextFileAssetTask to the list of active tasks
  64502. * @param taskName defines the name of the new task
  64503. * @param url defines the url of the file to load
  64504. * @returns a new TextFileAssetTask object
  64505. */
  64506. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  64507. /**
  64508. * Add a BinaryFileAssetTask to the list of active tasks
  64509. * @param taskName defines the name of the new task
  64510. * @param url defines the url of the file to load
  64511. * @returns a new BinaryFileAssetTask object
  64512. */
  64513. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  64514. /**
  64515. * Add a ImageAssetTask to the list of active tasks
  64516. * @param taskName defines the name of the new task
  64517. * @param url defines the url of the file to load
  64518. * @returns a new ImageAssetTask object
  64519. */
  64520. addImageTask(taskName: string, url: string): ImageAssetTask;
  64521. /**
  64522. * Add a TextureAssetTask to the list of active tasks
  64523. * @param taskName defines the name of the new task
  64524. * @param url defines the url of the file to load
  64525. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64526. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  64527. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  64528. * @returns a new TextureAssetTask object
  64529. */
  64530. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  64531. /**
  64532. * Add a CubeTextureAssetTask to the list of active tasks
  64533. * @param taskName defines the name of the new task
  64534. * @param url defines the url of the file to load
  64535. * @param extensions defines the extension to use to load the cube map (can be null)
  64536. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64537. * @param files defines the list of files to load (can be null)
  64538. * @returns a new CubeTextureAssetTask object
  64539. */
  64540. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  64541. /**
  64542. *
  64543. * Add a HDRCubeTextureAssetTask to the list of active tasks
  64544. * @param taskName defines the name of the new task
  64545. * @param url defines the url of the file to load
  64546. * @param size defines the size you want for the cubemap (can be null)
  64547. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64548. * @param generateHarmonics defines if you want to automatically generate (true by default)
  64549. * @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)
  64550. * @param reserved Internal use only
  64551. * @returns a new HDRCubeTextureAssetTask object
  64552. */
  64553. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  64554. /**
  64555. *
  64556. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  64557. * @param taskName defines the name of the new task
  64558. * @param url defines the url of the file to load
  64559. * @param size defines the size you want for the cubemap (can be null)
  64560. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64561. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  64562. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  64563. * @returns a new EquiRectangularCubeTextureAssetTask object
  64564. */
  64565. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  64566. /**
  64567. * Remove a task from the assets manager.
  64568. * @param task the task to remove
  64569. */
  64570. removeTask(task: AbstractAssetTask): void;
  64571. private _decreaseWaitingTasksCount;
  64572. private _runTask;
  64573. /**
  64574. * Reset the AssetsManager and remove all tasks
  64575. * @return the current instance of the AssetsManager
  64576. */
  64577. reset(): AssetsManager;
  64578. /**
  64579. * Start the loading process
  64580. * @return the current instance of the AssetsManager
  64581. */
  64582. load(): AssetsManager;
  64583. /**
  64584. * Start the loading process as an async operation
  64585. * @return a promise returning the list of failed tasks
  64586. */
  64587. loadAsync(): Promise<void>;
  64588. }
  64589. }
  64590. declare module "babylonjs/Misc/deferred" {
  64591. /**
  64592. * Wrapper class for promise with external resolve and reject.
  64593. */
  64594. export class Deferred<T> {
  64595. /**
  64596. * The promise associated with this deferred object.
  64597. */
  64598. readonly promise: Promise<T>;
  64599. private _resolve;
  64600. private _reject;
  64601. /**
  64602. * The resolve method of the promise associated with this deferred object.
  64603. */
  64604. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  64605. /**
  64606. * The reject method of the promise associated with this deferred object.
  64607. */
  64608. readonly reject: (reason?: any) => void;
  64609. /**
  64610. * Constructor for this deferred object.
  64611. */
  64612. constructor();
  64613. }
  64614. }
  64615. declare module "babylonjs/Misc/meshExploder" {
  64616. import { Mesh } from "babylonjs/Meshes/mesh";
  64617. /**
  64618. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  64619. */
  64620. export class MeshExploder {
  64621. private _centerMesh;
  64622. private _meshes;
  64623. private _meshesOrigins;
  64624. private _toCenterVectors;
  64625. private _scaledDirection;
  64626. private _newPosition;
  64627. private _centerPosition;
  64628. /**
  64629. * Explodes meshes from a center mesh.
  64630. * @param meshes The meshes to explode.
  64631. * @param centerMesh The mesh to be center of explosion.
  64632. */
  64633. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  64634. private _setCenterMesh;
  64635. /**
  64636. * Get class name
  64637. * @returns "MeshExploder"
  64638. */
  64639. getClassName(): string;
  64640. /**
  64641. * "Exploded meshes"
  64642. * @returns Array of meshes with the centerMesh at index 0.
  64643. */
  64644. getMeshes(): Array<Mesh>;
  64645. /**
  64646. * Explodes meshes giving a specific direction
  64647. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  64648. */
  64649. explode(direction?: number): void;
  64650. }
  64651. }
  64652. declare module "babylonjs/Misc/filesInput" {
  64653. import { Engine } from "babylonjs/Engines/engine";
  64654. import { Scene } from "babylonjs/scene";
  64655. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  64656. /**
  64657. * Class used to help managing file picking and drag'n'drop
  64658. */
  64659. export class FilesInput {
  64660. /**
  64661. * List of files ready to be loaded
  64662. */
  64663. static readonly FilesToLoad: {
  64664. [key: string]: File;
  64665. };
  64666. /**
  64667. * Callback called when a file is processed
  64668. */
  64669. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  64670. private _engine;
  64671. private _currentScene;
  64672. private _sceneLoadedCallback;
  64673. private _progressCallback;
  64674. private _additionalRenderLoopLogicCallback;
  64675. private _textureLoadingCallback;
  64676. private _startingProcessingFilesCallback;
  64677. private _onReloadCallback;
  64678. private _errorCallback;
  64679. private _elementToMonitor;
  64680. private _sceneFileToLoad;
  64681. private _filesToLoad;
  64682. /**
  64683. * Creates a new FilesInput
  64684. * @param engine defines the rendering engine
  64685. * @param scene defines the hosting scene
  64686. * @param sceneLoadedCallback callback called when scene is loaded
  64687. * @param progressCallback callback called to track progress
  64688. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  64689. * @param textureLoadingCallback callback called when a texture is loading
  64690. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  64691. * @param onReloadCallback callback called when a reload is requested
  64692. * @param errorCallback callback call if an error occurs
  64693. */
  64694. 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);
  64695. private _dragEnterHandler;
  64696. private _dragOverHandler;
  64697. private _dropHandler;
  64698. /**
  64699. * Calls this function to listen to drag'n'drop events on a specific DOM element
  64700. * @param elementToMonitor defines the DOM element to track
  64701. */
  64702. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  64703. /**
  64704. * Release all associated resources
  64705. */
  64706. dispose(): void;
  64707. private renderFunction;
  64708. private drag;
  64709. private drop;
  64710. private _traverseFolder;
  64711. private _processFiles;
  64712. /**
  64713. * Load files from a drop event
  64714. * @param event defines the drop event to use as source
  64715. */
  64716. loadFiles(event: any): void;
  64717. private _processReload;
  64718. /**
  64719. * Reload the current scene from the loaded files
  64720. */
  64721. reload(): void;
  64722. }
  64723. }
  64724. declare module "babylonjs/Misc/HighDynamicRange/index" {
  64725. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  64726. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  64727. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  64728. }
  64729. declare module "babylonjs/Misc/sceneOptimizer" {
  64730. import { Scene, IDisposable } from "babylonjs/scene";
  64731. import { Observable } from "babylonjs/Misc/observable";
  64732. /**
  64733. * Defines the root class used to create scene optimization to use with SceneOptimizer
  64734. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64735. */
  64736. export class SceneOptimization {
  64737. /**
  64738. * Defines the priority of this optimization (0 by default which means first in the list)
  64739. */
  64740. priority: number;
  64741. /**
  64742. * Gets a string describing the action executed by the current optimization
  64743. * @returns description string
  64744. */
  64745. getDescription(): string;
  64746. /**
  64747. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64748. * @param scene defines the current scene where to apply this optimization
  64749. * @param optimizer defines the current optimizer
  64750. * @returns true if everything that can be done was applied
  64751. */
  64752. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64753. /**
  64754. * Creates the SceneOptimization object
  64755. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64756. * @param desc defines the description associated with the optimization
  64757. */
  64758. constructor(
  64759. /**
  64760. * Defines the priority of this optimization (0 by default which means first in the list)
  64761. */
  64762. priority?: number);
  64763. }
  64764. /**
  64765. * Defines an optimization used to reduce the size of render target textures
  64766. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64767. */
  64768. export class TextureOptimization extends SceneOptimization {
  64769. /**
  64770. * Defines the priority of this optimization (0 by default which means first in the list)
  64771. */
  64772. priority: number;
  64773. /**
  64774. * 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
  64775. */
  64776. maximumSize: number;
  64777. /**
  64778. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64779. */
  64780. step: number;
  64781. /**
  64782. * Gets a string describing the action executed by the current optimization
  64783. * @returns description string
  64784. */
  64785. getDescription(): string;
  64786. /**
  64787. * Creates the TextureOptimization object
  64788. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64789. * @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
  64790. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64791. */
  64792. constructor(
  64793. /**
  64794. * Defines the priority of this optimization (0 by default which means first in the list)
  64795. */
  64796. priority?: number,
  64797. /**
  64798. * 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
  64799. */
  64800. maximumSize?: number,
  64801. /**
  64802. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64803. */
  64804. step?: number);
  64805. /**
  64806. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64807. * @param scene defines the current scene where to apply this optimization
  64808. * @param optimizer defines the current optimizer
  64809. * @returns true if everything that can be done was applied
  64810. */
  64811. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64812. }
  64813. /**
  64814. * Defines an optimization used to increase or decrease the rendering resolution
  64815. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64816. */
  64817. export class HardwareScalingOptimization extends SceneOptimization {
  64818. /**
  64819. * Defines the priority of this optimization (0 by default which means first in the list)
  64820. */
  64821. priority: number;
  64822. /**
  64823. * Defines the maximum scale to use (2 by default)
  64824. */
  64825. maximumScale: number;
  64826. /**
  64827. * Defines the step to use between two passes (0.5 by default)
  64828. */
  64829. step: number;
  64830. private _currentScale;
  64831. private _directionOffset;
  64832. /**
  64833. * Gets a string describing the action executed by the current optimization
  64834. * @return description string
  64835. */
  64836. getDescription(): string;
  64837. /**
  64838. * Creates the HardwareScalingOptimization object
  64839. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64840. * @param maximumScale defines the maximum scale to use (2 by default)
  64841. * @param step defines the step to use between two passes (0.5 by default)
  64842. */
  64843. constructor(
  64844. /**
  64845. * Defines the priority of this optimization (0 by default which means first in the list)
  64846. */
  64847. priority?: number,
  64848. /**
  64849. * Defines the maximum scale to use (2 by default)
  64850. */
  64851. maximumScale?: number,
  64852. /**
  64853. * Defines the step to use between two passes (0.5 by default)
  64854. */
  64855. step?: number);
  64856. /**
  64857. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64858. * @param scene defines the current scene where to apply this optimization
  64859. * @param optimizer defines the current optimizer
  64860. * @returns true if everything that can be done was applied
  64861. */
  64862. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64863. }
  64864. /**
  64865. * Defines an optimization used to remove shadows
  64866. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64867. */
  64868. export class ShadowsOptimization extends SceneOptimization {
  64869. /**
  64870. * Gets a string describing the action executed by the current optimization
  64871. * @return description string
  64872. */
  64873. getDescription(): string;
  64874. /**
  64875. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64876. * @param scene defines the current scene where to apply this optimization
  64877. * @param optimizer defines the current optimizer
  64878. * @returns true if everything that can be done was applied
  64879. */
  64880. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64881. }
  64882. /**
  64883. * Defines an optimization used to turn post-processes off
  64884. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64885. */
  64886. export class PostProcessesOptimization extends SceneOptimization {
  64887. /**
  64888. * Gets a string describing the action executed by the current optimization
  64889. * @return description string
  64890. */
  64891. getDescription(): string;
  64892. /**
  64893. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64894. * @param scene defines the current scene where to apply this optimization
  64895. * @param optimizer defines the current optimizer
  64896. * @returns true if everything that can be done was applied
  64897. */
  64898. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64899. }
  64900. /**
  64901. * Defines an optimization used to turn lens flares off
  64902. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64903. */
  64904. export class LensFlaresOptimization extends SceneOptimization {
  64905. /**
  64906. * Gets a string describing the action executed by the current optimization
  64907. * @return description string
  64908. */
  64909. getDescription(): string;
  64910. /**
  64911. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64912. * @param scene defines the current scene where to apply this optimization
  64913. * @param optimizer defines the current optimizer
  64914. * @returns true if everything that can be done was applied
  64915. */
  64916. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64917. }
  64918. /**
  64919. * Defines an optimization based on user defined callback.
  64920. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64921. */
  64922. export class CustomOptimization extends SceneOptimization {
  64923. /**
  64924. * Callback called to apply the custom optimization.
  64925. */
  64926. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  64927. /**
  64928. * Callback called to get custom description
  64929. */
  64930. onGetDescription: () => string;
  64931. /**
  64932. * Gets a string describing the action executed by the current optimization
  64933. * @returns description string
  64934. */
  64935. getDescription(): string;
  64936. /**
  64937. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64938. * @param scene defines the current scene where to apply this optimization
  64939. * @param optimizer defines the current optimizer
  64940. * @returns true if everything that can be done was applied
  64941. */
  64942. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64943. }
  64944. /**
  64945. * Defines an optimization used to turn particles off
  64946. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64947. */
  64948. export class ParticlesOptimization extends SceneOptimization {
  64949. /**
  64950. * Gets a string describing the action executed by the current optimization
  64951. * @return description string
  64952. */
  64953. getDescription(): string;
  64954. /**
  64955. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64956. * @param scene defines the current scene where to apply this optimization
  64957. * @param optimizer defines the current optimizer
  64958. * @returns true if everything that can be done was applied
  64959. */
  64960. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64961. }
  64962. /**
  64963. * Defines an optimization used to turn render targets off
  64964. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64965. */
  64966. export class RenderTargetsOptimization extends SceneOptimization {
  64967. /**
  64968. * Gets a string describing the action executed by the current optimization
  64969. * @return description string
  64970. */
  64971. getDescription(): string;
  64972. /**
  64973. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64974. * @param scene defines the current scene where to apply this optimization
  64975. * @param optimizer defines the current optimizer
  64976. * @returns true if everything that can be done was applied
  64977. */
  64978. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64979. }
  64980. /**
  64981. * Defines an optimization used to merge meshes with compatible materials
  64982. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64983. */
  64984. export class MergeMeshesOptimization extends SceneOptimization {
  64985. private static _UpdateSelectionTree;
  64986. /**
  64987. * Gets or sets a boolean which defines if optimization octree has to be updated
  64988. */
  64989. /**
  64990. * Gets or sets a boolean which defines if optimization octree has to be updated
  64991. */
  64992. static UpdateSelectionTree: boolean;
  64993. /**
  64994. * Gets a string describing the action executed by the current optimization
  64995. * @return description string
  64996. */
  64997. getDescription(): string;
  64998. private _canBeMerged;
  64999. /**
  65000. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65001. * @param scene defines the current scene where to apply this optimization
  65002. * @param optimizer defines the current optimizer
  65003. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  65004. * @returns true if everything that can be done was applied
  65005. */
  65006. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  65007. }
  65008. /**
  65009. * Defines a list of options used by SceneOptimizer
  65010. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65011. */
  65012. export class SceneOptimizerOptions {
  65013. /**
  65014. * Defines the target frame rate to reach (60 by default)
  65015. */
  65016. targetFrameRate: number;
  65017. /**
  65018. * Defines the interval between two checkes (2000ms by default)
  65019. */
  65020. trackerDuration: number;
  65021. /**
  65022. * Gets the list of optimizations to apply
  65023. */
  65024. optimizations: SceneOptimization[];
  65025. /**
  65026. * Creates a new list of options used by SceneOptimizer
  65027. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  65028. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  65029. */
  65030. constructor(
  65031. /**
  65032. * Defines the target frame rate to reach (60 by default)
  65033. */
  65034. targetFrameRate?: number,
  65035. /**
  65036. * Defines the interval between two checkes (2000ms by default)
  65037. */
  65038. trackerDuration?: number);
  65039. /**
  65040. * Add a new optimization
  65041. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  65042. * @returns the current SceneOptimizerOptions
  65043. */
  65044. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  65045. /**
  65046. * Add a new custom optimization
  65047. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  65048. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  65049. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  65050. * @returns the current SceneOptimizerOptions
  65051. */
  65052. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  65053. /**
  65054. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  65055. * @param targetFrameRate defines the target frame rate (60 by default)
  65056. * @returns a SceneOptimizerOptions object
  65057. */
  65058. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65059. /**
  65060. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  65061. * @param targetFrameRate defines the target frame rate (60 by default)
  65062. * @returns a SceneOptimizerOptions object
  65063. */
  65064. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65065. /**
  65066. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  65067. * @param targetFrameRate defines the target frame rate (60 by default)
  65068. * @returns a SceneOptimizerOptions object
  65069. */
  65070. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65071. }
  65072. /**
  65073. * Class used to run optimizations in order to reach a target frame rate
  65074. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65075. */
  65076. export class SceneOptimizer implements IDisposable {
  65077. private _isRunning;
  65078. private _options;
  65079. private _scene;
  65080. private _currentPriorityLevel;
  65081. private _targetFrameRate;
  65082. private _trackerDuration;
  65083. private _currentFrameRate;
  65084. private _sceneDisposeObserver;
  65085. private _improvementMode;
  65086. /**
  65087. * Defines an observable called when the optimizer reaches the target frame rate
  65088. */
  65089. onSuccessObservable: Observable<SceneOptimizer>;
  65090. /**
  65091. * Defines an observable called when the optimizer enables an optimization
  65092. */
  65093. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  65094. /**
  65095. * Defines an observable called when the optimizer is not able to reach the target frame rate
  65096. */
  65097. onFailureObservable: Observable<SceneOptimizer>;
  65098. /**
  65099. * Gets a boolean indicating if the optimizer is in improvement mode
  65100. */
  65101. readonly isInImprovementMode: boolean;
  65102. /**
  65103. * Gets the current priority level (0 at start)
  65104. */
  65105. readonly currentPriorityLevel: number;
  65106. /**
  65107. * Gets the current frame rate checked by the SceneOptimizer
  65108. */
  65109. readonly currentFrameRate: number;
  65110. /**
  65111. * Gets or sets the current target frame rate (60 by default)
  65112. */
  65113. /**
  65114. * Gets or sets the current target frame rate (60 by default)
  65115. */
  65116. targetFrameRate: number;
  65117. /**
  65118. * Gets or sets the current interval between two checks (every 2000ms by default)
  65119. */
  65120. /**
  65121. * Gets or sets the current interval between two checks (every 2000ms by default)
  65122. */
  65123. trackerDuration: number;
  65124. /**
  65125. * Gets the list of active optimizations
  65126. */
  65127. readonly optimizations: SceneOptimization[];
  65128. /**
  65129. * Creates a new SceneOptimizer
  65130. * @param scene defines the scene to work on
  65131. * @param options defines the options to use with the SceneOptimizer
  65132. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  65133. * @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)
  65134. */
  65135. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  65136. /**
  65137. * Stops the current optimizer
  65138. */
  65139. stop(): void;
  65140. /**
  65141. * Reset the optimizer to initial step (current priority level = 0)
  65142. */
  65143. reset(): void;
  65144. /**
  65145. * Start the optimizer. By default it will try to reach a specific framerate
  65146. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  65147. */
  65148. start(): void;
  65149. private _checkCurrentState;
  65150. /**
  65151. * Release all resources
  65152. */
  65153. dispose(): void;
  65154. /**
  65155. * Helper function to create a SceneOptimizer with one single line of code
  65156. * @param scene defines the scene to work on
  65157. * @param options defines the options to use with the SceneOptimizer
  65158. * @param onSuccess defines a callback to call on success
  65159. * @param onFailure defines a callback to call on failure
  65160. * @returns the new SceneOptimizer object
  65161. */
  65162. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  65163. }
  65164. }
  65165. declare module "babylonjs/Misc/sceneSerializer" {
  65166. import { Scene } from "babylonjs/scene";
  65167. /**
  65168. * Class used to serialize a scene into a string
  65169. */
  65170. export class SceneSerializer {
  65171. /**
  65172. * Clear cache used by a previous serialization
  65173. */
  65174. static ClearCache(): void;
  65175. /**
  65176. * Serialize a scene into a JSON compatible object
  65177. * @param scene defines the scene to serialize
  65178. * @returns a JSON compatible object
  65179. */
  65180. static Serialize(scene: Scene): any;
  65181. /**
  65182. * Serialize a mesh into a JSON compatible object
  65183. * @param toSerialize defines the mesh to serialize
  65184. * @param withParents defines if parents must be serialized as well
  65185. * @param withChildren defines if children must be serialized as well
  65186. * @returns a JSON compatible object
  65187. */
  65188. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  65189. }
  65190. }
  65191. declare module "babylonjs/Misc/textureTools" {
  65192. import { Texture } from "babylonjs/Materials/Textures/texture";
  65193. /**
  65194. * Class used to host texture specific utilities
  65195. */
  65196. export class TextureTools {
  65197. /**
  65198. * Uses the GPU to create a copy texture rescaled at a given size
  65199. * @param texture Texture to copy from
  65200. * @param width defines the desired width
  65201. * @param height defines the desired height
  65202. * @param useBilinearMode defines if bilinear mode has to be used
  65203. * @return the generated texture
  65204. */
  65205. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  65206. }
  65207. }
  65208. declare module "babylonjs/Misc/videoRecorder" {
  65209. import { Nullable } from "babylonjs/types";
  65210. import { Engine } from "babylonjs/Engines/engine";
  65211. /**
  65212. * This represents the different options available for the video capture.
  65213. */
  65214. export interface VideoRecorderOptions {
  65215. /** Defines the mime type of the video. */
  65216. mimeType: string;
  65217. /** Defines the FPS the video should be recorded at. */
  65218. fps: number;
  65219. /** Defines the chunk size for the recording data. */
  65220. recordChunckSize: number;
  65221. /** The audio tracks to attach to the recording. */
  65222. audioTracks?: MediaStreamTrack[];
  65223. }
  65224. /**
  65225. * This can help with recording videos from BabylonJS.
  65226. * This is based on the available WebRTC functionalities of the browser.
  65227. *
  65228. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  65229. */
  65230. export class VideoRecorder {
  65231. private static readonly _defaultOptions;
  65232. /**
  65233. * Returns whether or not the VideoRecorder is available in your browser.
  65234. * @param engine Defines the Babylon Engine.
  65235. * @returns true if supported otherwise false.
  65236. */
  65237. static IsSupported(engine: Engine): boolean;
  65238. private readonly _options;
  65239. private _canvas;
  65240. private _mediaRecorder;
  65241. private _recordedChunks;
  65242. private _fileName;
  65243. private _resolve;
  65244. private _reject;
  65245. /**
  65246. * True when a recording is already in progress.
  65247. */
  65248. readonly isRecording: boolean;
  65249. /**
  65250. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  65251. * @param engine Defines the BabylonJS Engine you wish to record.
  65252. * @param options Defines options that can be used to customize the capture.
  65253. */
  65254. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  65255. /**
  65256. * Stops the current recording before the default capture timeout passed in the startRecording function.
  65257. */
  65258. stopRecording(): void;
  65259. /**
  65260. * Starts recording the canvas for a max duration specified in parameters.
  65261. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  65262. * If null no automatic download will start and you can rely on the promise to get the data back.
  65263. * @param maxDuration Defines the maximum recording time in seconds.
  65264. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  65265. * @return A promise callback at the end of the recording with the video data in Blob.
  65266. */
  65267. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  65268. /**
  65269. * Releases internal resources used during the recording.
  65270. */
  65271. dispose(): void;
  65272. private _handleDataAvailable;
  65273. private _handleError;
  65274. private _handleStop;
  65275. }
  65276. }
  65277. declare module "babylonjs/Misc/screenshotTools" {
  65278. import { Camera } from "babylonjs/Cameras/camera";
  65279. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  65280. import { Engine } from "babylonjs/Engines/engine";
  65281. /**
  65282. * Class containing a set of static utilities functions for screenshots
  65283. */
  65284. export class ScreenshotTools {
  65285. /**
  65286. * Captures a screenshot of the current rendering
  65287. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65288. * @param engine defines the rendering engine
  65289. * @param camera defines the source camera
  65290. * @param size This parameter can be set to a single number or to an object with the
  65291. * following (optional) properties: precision, width, height. If a single number is passed,
  65292. * it will be used for both width and height. If an object is passed, the screenshot size
  65293. * will be derived from the parameters. The precision property is a multiplier allowing
  65294. * rendering at a higher or lower resolution
  65295. * @param successCallback defines the callback receives a single parameter which contains the
  65296. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  65297. * src parameter of an <img> to display it
  65298. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  65299. * Check your browser for supported MIME types
  65300. */
  65301. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  65302. /**
  65303. * Captures a screenshot of the current rendering
  65304. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65305. * @param engine defines the rendering engine
  65306. * @param camera defines the source camera
  65307. * @param size This parameter can be set to a single number or to an object with the
  65308. * following (optional) properties: precision, width, height. If a single number is passed,
  65309. * it will be used for both width and height. If an object is passed, the screenshot size
  65310. * will be derived from the parameters. The precision property is a multiplier allowing
  65311. * rendering at a higher or lower resolution
  65312. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  65313. * Check your browser for supported MIME types
  65314. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  65315. * to the src parameter of an <img> to display it
  65316. */
  65317. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  65318. /**
  65319. * Generates an image screenshot from the specified camera.
  65320. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65321. * @param engine The engine to use for rendering
  65322. * @param camera The camera to use for rendering
  65323. * @param size This parameter can be set to a single number or to an object with the
  65324. * following (optional) properties: precision, width, height. If a single number is passed,
  65325. * it will be used for both width and height. If an object is passed, the screenshot size
  65326. * will be derived from the parameters. The precision property is a multiplier allowing
  65327. * rendering at a higher or lower resolution
  65328. * @param successCallback The callback receives a single parameter which contains the
  65329. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  65330. * src parameter of an <img> to display it
  65331. * @param mimeType The MIME type of the screenshot image (default: image/png).
  65332. * Check your browser for supported MIME types
  65333. * @param samples Texture samples (default: 1)
  65334. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  65335. * @param fileName A name for for the downloaded file.
  65336. */
  65337. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  65338. /**
  65339. * Generates an image screenshot from the specified camera.
  65340. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65341. * @param engine The engine to use for rendering
  65342. * @param camera The camera to use for rendering
  65343. * @param size This parameter can be set to a single number or to an object with the
  65344. * following (optional) properties: precision, width, height. If a single number is passed,
  65345. * it will be used for both width and height. If an object is passed, the screenshot size
  65346. * will be derived from the parameters. The precision property is a multiplier allowing
  65347. * rendering at a higher or lower resolution
  65348. * @param mimeType The MIME type of the screenshot image (default: image/png).
  65349. * Check your browser for supported MIME types
  65350. * @param samples Texture samples (default: 1)
  65351. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  65352. * @param fileName A name for for the downloaded file.
  65353. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  65354. * to the src parameter of an <img> to display it
  65355. */
  65356. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  65357. /**
  65358. * Gets height and width for screenshot size
  65359. * @private
  65360. */
  65361. private static _getScreenshotSize;
  65362. }
  65363. }
  65364. declare module "babylonjs/Misc/index" {
  65365. export * from "babylonjs/Misc/andOrNotEvaluator";
  65366. export * from "babylonjs/Misc/assetsManager";
  65367. export * from "babylonjs/Misc/dds";
  65368. export * from "babylonjs/Misc/decorators";
  65369. export * from "babylonjs/Misc/deferred";
  65370. export * from "babylonjs/Misc/environmentTextureTools";
  65371. export * from "babylonjs/Misc/meshExploder";
  65372. export * from "babylonjs/Misc/filesInput";
  65373. export * from "babylonjs/Misc/HighDynamicRange/index";
  65374. export * from "babylonjs/Misc/khronosTextureContainer";
  65375. export * from "babylonjs/Misc/observable";
  65376. export * from "babylonjs/Misc/performanceMonitor";
  65377. export * from "babylonjs/Misc/promise";
  65378. export * from "babylonjs/Misc/sceneOptimizer";
  65379. export * from "babylonjs/Misc/sceneSerializer";
  65380. export * from "babylonjs/Misc/smartArray";
  65381. export * from "babylonjs/Misc/stringDictionary";
  65382. export * from "babylonjs/Misc/tags";
  65383. export * from "babylonjs/Misc/textureTools";
  65384. export * from "babylonjs/Misc/tga";
  65385. export * from "babylonjs/Misc/tools";
  65386. export * from "babylonjs/Misc/videoRecorder";
  65387. export * from "babylonjs/Misc/virtualJoystick";
  65388. export * from "babylonjs/Misc/workerPool";
  65389. export * from "babylonjs/Misc/logger";
  65390. export * from "babylonjs/Misc/typeStore";
  65391. export * from "babylonjs/Misc/filesInputStore";
  65392. export * from "babylonjs/Misc/deepCopier";
  65393. export * from "babylonjs/Misc/pivotTools";
  65394. export * from "babylonjs/Misc/precisionDate";
  65395. export * from "babylonjs/Misc/screenshotTools";
  65396. export * from "babylonjs/Misc/typeStore";
  65397. export * from "babylonjs/Misc/webRequest";
  65398. export * from "babylonjs/Misc/iInspectable";
  65399. export * from "babylonjs/Misc/brdfTextureTools";
  65400. export * from "babylonjs/Misc/rgbdTextureTools";
  65401. export * from "babylonjs/Misc/gradients";
  65402. export * from "babylonjs/Misc/perfCounter";
  65403. export * from "babylonjs/Misc/fileRequest";
  65404. export * from "babylonjs/Misc/customAnimationFrameRequester";
  65405. export * from "babylonjs/Misc/retryStrategy";
  65406. export * from "babylonjs/Misc/loadFileError";
  65407. }
  65408. declare module "babylonjs/index" {
  65409. export * from "babylonjs/abstractScene";
  65410. export * from "babylonjs/Actions/index";
  65411. export * from "babylonjs/Animations/index";
  65412. export * from "babylonjs/assetContainer";
  65413. export * from "babylonjs/Audio/index";
  65414. export * from "babylonjs/Behaviors/index";
  65415. export * from "babylonjs/Bones/index";
  65416. export * from "babylonjs/Cameras/index";
  65417. export * from "babylonjs/Collisions/index";
  65418. export * from "babylonjs/Culling/index";
  65419. export * from "babylonjs/Debug/index";
  65420. export * from "babylonjs/Engines/index";
  65421. export * from "babylonjs/Events/index";
  65422. export * from "babylonjs/Gamepads/index";
  65423. export * from "babylonjs/Gizmos/index";
  65424. export * from "babylonjs/Helpers/index";
  65425. export * from "babylonjs/Instrumentation/index";
  65426. export * from "babylonjs/Layers/index";
  65427. export * from "babylonjs/LensFlares/index";
  65428. export * from "babylonjs/Lights/index";
  65429. export * from "babylonjs/Loading/index";
  65430. export * from "babylonjs/Materials/index";
  65431. export * from "babylonjs/Maths/index";
  65432. export * from "babylonjs/Meshes/index";
  65433. export * from "babylonjs/Morph/index";
  65434. export * from "babylonjs/Navigation/index";
  65435. export * from "babylonjs/node";
  65436. export * from "babylonjs/Offline/index";
  65437. export * from "babylonjs/Particles/index";
  65438. export * from "babylonjs/Physics/index";
  65439. export * from "babylonjs/PostProcesses/index";
  65440. export * from "babylonjs/Probes/index";
  65441. export * from "babylonjs/Rendering/index";
  65442. export * from "babylonjs/scene";
  65443. export * from "babylonjs/sceneComponent";
  65444. export * from "babylonjs/Sprites/index";
  65445. export * from "babylonjs/States/index";
  65446. export * from "babylonjs/Misc/index";
  65447. export * from "babylonjs/types";
  65448. }
  65449. declare module "babylonjs/Animations/pathCursor" {
  65450. import { Vector3 } from "babylonjs/Maths/math.vector";
  65451. import { Path2 } from "babylonjs/Maths/math.path";
  65452. /**
  65453. * A cursor which tracks a point on a path
  65454. */
  65455. export class PathCursor {
  65456. private path;
  65457. /**
  65458. * Stores path cursor callbacks for when an onchange event is triggered
  65459. */
  65460. private _onchange;
  65461. /**
  65462. * The value of the path cursor
  65463. */
  65464. value: number;
  65465. /**
  65466. * The animation array of the path cursor
  65467. */
  65468. animations: Animation[];
  65469. /**
  65470. * Initializes the path cursor
  65471. * @param path The path to track
  65472. */
  65473. constructor(path: Path2);
  65474. /**
  65475. * Gets the cursor point on the path
  65476. * @returns A point on the path cursor at the cursor location
  65477. */
  65478. getPoint(): Vector3;
  65479. /**
  65480. * Moves the cursor ahead by the step amount
  65481. * @param step The amount to move the cursor forward
  65482. * @returns This path cursor
  65483. */
  65484. moveAhead(step?: number): PathCursor;
  65485. /**
  65486. * Moves the cursor behind by the step amount
  65487. * @param step The amount to move the cursor back
  65488. * @returns This path cursor
  65489. */
  65490. moveBack(step?: number): PathCursor;
  65491. /**
  65492. * Moves the cursor by the step amount
  65493. * If the step amount is greater than one, an exception is thrown
  65494. * @param step The amount to move the cursor
  65495. * @returns This path cursor
  65496. */
  65497. move(step: number): PathCursor;
  65498. /**
  65499. * Ensures that the value is limited between zero and one
  65500. * @returns This path cursor
  65501. */
  65502. private ensureLimits;
  65503. /**
  65504. * Runs onchange callbacks on change (used by the animation engine)
  65505. * @returns This path cursor
  65506. */
  65507. private raiseOnChange;
  65508. /**
  65509. * Executes a function on change
  65510. * @param f A path cursor onchange callback
  65511. * @returns This path cursor
  65512. */
  65513. onchange(f: (cursor: PathCursor) => void): PathCursor;
  65514. }
  65515. }
  65516. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  65517. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  65518. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  65519. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  65520. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  65521. }
  65522. declare module "babylonjs/Engines/Processors/Expressions/index" {
  65523. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  65524. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  65525. }
  65526. declare module "babylonjs/Engines/Processors/index" {
  65527. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  65528. export * from "babylonjs/Engines/Processors/Expressions/index";
  65529. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  65530. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  65531. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  65532. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  65533. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  65534. export * from "babylonjs/Engines/Processors/shaderProcessor";
  65535. }
  65536. declare module "babylonjs/Legacy/legacy" {
  65537. import * as Babylon from "babylonjs/index";
  65538. export * from "babylonjs/index";
  65539. }
  65540. declare module "babylonjs/Shaders/blur.fragment" {
  65541. /** @hidden */
  65542. export var blurPixelShader: {
  65543. name: string;
  65544. shader: string;
  65545. };
  65546. }
  65547. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  65548. /** @hidden */
  65549. export var pointCloudVertexDeclaration: {
  65550. name: string;
  65551. shader: string;
  65552. };
  65553. }
  65554. declare module "babylonjs" {
  65555. export * from "babylonjs/Legacy/legacy";
  65556. }
  65557. declare module BABYLON {
  65558. /** Alias type for value that can be null */
  65559. export type Nullable<T> = T | null;
  65560. /**
  65561. * Alias type for number that are floats
  65562. * @ignorenaming
  65563. */
  65564. export type float = number;
  65565. /**
  65566. * Alias type for number that are doubles.
  65567. * @ignorenaming
  65568. */
  65569. export type double = number;
  65570. /**
  65571. * Alias type for number that are integer
  65572. * @ignorenaming
  65573. */
  65574. export type int = number;
  65575. /** Alias type for number array or Float32Array */
  65576. export type FloatArray = number[] | Float32Array;
  65577. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  65578. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  65579. /**
  65580. * Alias for types that can be used by a Buffer or VertexBuffer.
  65581. */
  65582. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  65583. /**
  65584. * Alias type for primitive types
  65585. * @ignorenaming
  65586. */
  65587. type Primitive = undefined | null | boolean | string | number | Function;
  65588. /**
  65589. * Type modifier to make all the properties of an object Readonly
  65590. */
  65591. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  65592. /**
  65593. * Type modifier to make all the properties of an object Readonly recursively
  65594. */
  65595. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  65596. /** @hidden */
  65597. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  65598. }
  65599. /** @hidden */
  65600. /** @hidden */
  65601. type DeepImmutableObject<T> = {
  65602. readonly [K in keyof T]: DeepImmutable<T[K]>;
  65603. };
  65604. }
  65605. declare module BABYLON {
  65606. /**
  65607. * A class serves as a medium between the observable and its observers
  65608. */
  65609. export class EventState {
  65610. /**
  65611. * Create a new EventState
  65612. * @param mask defines the mask associated with this state
  65613. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  65614. * @param target defines the original target of the state
  65615. * @param currentTarget defines the current target of the state
  65616. */
  65617. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  65618. /**
  65619. * Initialize the current event state
  65620. * @param mask defines the mask associated with this state
  65621. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  65622. * @param target defines the original target of the state
  65623. * @param currentTarget defines the current target of the state
  65624. * @returns the current event state
  65625. */
  65626. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  65627. /**
  65628. * An Observer can set this property to true to prevent subsequent observers of being notified
  65629. */
  65630. skipNextObservers: boolean;
  65631. /**
  65632. * Get the mask value that were used to trigger the event corresponding to this EventState object
  65633. */
  65634. mask: number;
  65635. /**
  65636. * The object that originally notified the event
  65637. */
  65638. target?: any;
  65639. /**
  65640. * The current object in the bubbling phase
  65641. */
  65642. currentTarget?: any;
  65643. /**
  65644. * This will be populated with the return value of the last function that was executed.
  65645. * If it is the first function in the callback chain it will be the event data.
  65646. */
  65647. lastReturnValue?: any;
  65648. }
  65649. /**
  65650. * Represent an Observer registered to a given Observable object.
  65651. */
  65652. export class Observer<T> {
  65653. /**
  65654. * Defines the callback to call when the observer is notified
  65655. */
  65656. callback: (eventData: T, eventState: EventState) => void;
  65657. /**
  65658. * Defines the mask of the observer (used to filter notifications)
  65659. */
  65660. mask: number;
  65661. /**
  65662. * Defines the current scope used to restore the JS context
  65663. */
  65664. scope: any;
  65665. /** @hidden */
  65666. _willBeUnregistered: boolean;
  65667. /**
  65668. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  65669. */
  65670. unregisterOnNextCall: boolean;
  65671. /**
  65672. * Creates a new observer
  65673. * @param callback defines the callback to call when the observer is notified
  65674. * @param mask defines the mask of the observer (used to filter notifications)
  65675. * @param scope defines the current scope used to restore the JS context
  65676. */
  65677. constructor(
  65678. /**
  65679. * Defines the callback to call when the observer is notified
  65680. */
  65681. callback: (eventData: T, eventState: EventState) => void,
  65682. /**
  65683. * Defines the mask of the observer (used to filter notifications)
  65684. */
  65685. mask: number,
  65686. /**
  65687. * Defines the current scope used to restore the JS context
  65688. */
  65689. scope?: any);
  65690. }
  65691. /**
  65692. * Represent a list of observers registered to multiple Observables object.
  65693. */
  65694. export class MultiObserver<T> {
  65695. private _observers;
  65696. private _observables;
  65697. /**
  65698. * Release associated resources
  65699. */
  65700. dispose(): void;
  65701. /**
  65702. * Raise a callback when one of the observable will notify
  65703. * @param observables defines a list of observables to watch
  65704. * @param callback defines the callback to call on notification
  65705. * @param mask defines the mask used to filter notifications
  65706. * @param scope defines the current scope used to restore the JS context
  65707. * @returns the new MultiObserver
  65708. */
  65709. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  65710. }
  65711. /**
  65712. * The Observable class is a simple implementation of the Observable pattern.
  65713. *
  65714. * 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.
  65715. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  65716. * 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).
  65717. * 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.
  65718. */
  65719. export class Observable<T> {
  65720. private _observers;
  65721. private _eventState;
  65722. private _onObserverAdded;
  65723. /**
  65724. * Gets the list of observers
  65725. */
  65726. readonly observers: Array<Observer<T>>;
  65727. /**
  65728. * Creates a new observable
  65729. * @param onObserverAdded defines a callback to call when a new observer is added
  65730. */
  65731. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  65732. /**
  65733. * Create a new Observer with the specified callback
  65734. * @param callback the callback that will be executed for that Observer
  65735. * @param mask the mask used to filter observers
  65736. * @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.
  65737. * @param scope optional scope for the callback to be called from
  65738. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  65739. * @returns the new observer created for the callback
  65740. */
  65741. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  65742. /**
  65743. * Create a new Observer with the specified callback and unregisters after the next notification
  65744. * @param callback the callback that will be executed for that Observer
  65745. * @returns the new observer created for the callback
  65746. */
  65747. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  65748. /**
  65749. * Remove an Observer from the Observable object
  65750. * @param observer the instance of the Observer to remove
  65751. * @returns false if it doesn't belong to this Observable
  65752. */
  65753. remove(observer: Nullable<Observer<T>>): boolean;
  65754. /**
  65755. * Remove a callback from the Observable object
  65756. * @param callback the callback to remove
  65757. * @param scope optional scope. If used only the callbacks with this scope will be removed
  65758. * @returns false if it doesn't belong to this Observable
  65759. */
  65760. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  65761. private _deferUnregister;
  65762. private _remove;
  65763. /**
  65764. * Moves the observable to the top of the observer list making it get called first when notified
  65765. * @param observer the observer to move
  65766. */
  65767. makeObserverTopPriority(observer: Observer<T>): void;
  65768. /**
  65769. * Moves the observable to the bottom of the observer list making it get called last when notified
  65770. * @param observer the observer to move
  65771. */
  65772. makeObserverBottomPriority(observer: Observer<T>): void;
  65773. /**
  65774. * Notify all Observers by calling their respective callback with the given data
  65775. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  65776. * @param eventData defines the data to send to all observers
  65777. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  65778. * @param target defines the original target of the state
  65779. * @param currentTarget defines the current target of the state
  65780. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  65781. */
  65782. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  65783. /**
  65784. * Calling this will execute each callback, expecting it to be a promise or return a value.
  65785. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  65786. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  65787. * and it is crucial that all callbacks will be executed.
  65788. * The order of the callbacks is kept, callbacks are not executed parallel.
  65789. *
  65790. * @param eventData The data to be sent to each callback
  65791. * @param mask is used to filter observers defaults to -1
  65792. * @param target defines the callback target (see EventState)
  65793. * @param currentTarget defines he current object in the bubbling phase
  65794. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  65795. */
  65796. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  65797. /**
  65798. * Notify a specific observer
  65799. * @param observer defines the observer to notify
  65800. * @param eventData defines the data to be sent to each callback
  65801. * @param mask is used to filter observers defaults to -1
  65802. */
  65803. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  65804. /**
  65805. * Gets a boolean indicating if the observable has at least one observer
  65806. * @returns true is the Observable has at least one Observer registered
  65807. */
  65808. hasObservers(): boolean;
  65809. /**
  65810. * Clear the list of observers
  65811. */
  65812. clear(): void;
  65813. /**
  65814. * Clone the current observable
  65815. * @returns a new observable
  65816. */
  65817. clone(): Observable<T>;
  65818. /**
  65819. * Does this observable handles observer registered with a given mask
  65820. * @param mask defines the mask to be tested
  65821. * @return whether or not one observer registered with the given mask is handeled
  65822. **/
  65823. hasSpecificMask(mask?: number): boolean;
  65824. }
  65825. }
  65826. declare module BABYLON {
  65827. /**
  65828. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  65829. * Babylon.js
  65830. */
  65831. export class DomManagement {
  65832. /**
  65833. * Checks if the window object exists
  65834. * @returns true if the window object exists
  65835. */
  65836. static IsWindowObjectExist(): boolean;
  65837. /**
  65838. * Checks if the navigator object exists
  65839. * @returns true if the navigator object exists
  65840. */
  65841. static IsNavigatorAvailable(): boolean;
  65842. /**
  65843. * Extracts text content from a DOM element hierarchy
  65844. * @param element defines the root element
  65845. * @returns a string
  65846. */
  65847. static GetDOMTextContent(element: HTMLElement): string;
  65848. }
  65849. }
  65850. declare module BABYLON {
  65851. /**
  65852. * Logger used througouht the application to allow configuration of
  65853. * the log level required for the messages.
  65854. */
  65855. export class Logger {
  65856. /**
  65857. * No log
  65858. */
  65859. static readonly NoneLogLevel: number;
  65860. /**
  65861. * Only message logs
  65862. */
  65863. static readonly MessageLogLevel: number;
  65864. /**
  65865. * Only warning logs
  65866. */
  65867. static readonly WarningLogLevel: number;
  65868. /**
  65869. * Only error logs
  65870. */
  65871. static readonly ErrorLogLevel: number;
  65872. /**
  65873. * All logs
  65874. */
  65875. static readonly AllLogLevel: number;
  65876. private static _LogCache;
  65877. /**
  65878. * Gets a value indicating the number of loading errors
  65879. * @ignorenaming
  65880. */
  65881. static errorsCount: number;
  65882. /**
  65883. * Callback called when a new log is added
  65884. */
  65885. static OnNewCacheEntry: (entry: string) => void;
  65886. private static _AddLogEntry;
  65887. private static _FormatMessage;
  65888. private static _LogDisabled;
  65889. private static _LogEnabled;
  65890. private static _WarnDisabled;
  65891. private static _WarnEnabled;
  65892. private static _ErrorDisabled;
  65893. private static _ErrorEnabled;
  65894. /**
  65895. * Log a message to the console
  65896. */
  65897. static Log: (message: string) => void;
  65898. /**
  65899. * Write a warning message to the console
  65900. */
  65901. static Warn: (message: string) => void;
  65902. /**
  65903. * Write an error message to the console
  65904. */
  65905. static Error: (message: string) => void;
  65906. /**
  65907. * Gets current log cache (list of logs)
  65908. */
  65909. static readonly LogCache: string;
  65910. /**
  65911. * Clears the log cache
  65912. */
  65913. static ClearLogCache(): void;
  65914. /**
  65915. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  65916. */
  65917. static LogLevels: number;
  65918. }
  65919. }
  65920. declare module BABYLON {
  65921. /** @hidden */
  65922. export class _TypeStore {
  65923. /** @hidden */
  65924. static RegisteredTypes: {
  65925. [key: string]: Object;
  65926. };
  65927. /** @hidden */
  65928. static GetClass(fqdn: string): any;
  65929. }
  65930. }
  65931. declare module BABYLON {
  65932. /**
  65933. * Class containing a set of static utilities functions for deep copy.
  65934. */
  65935. export class DeepCopier {
  65936. /**
  65937. * Tries to copy an object by duplicating every property
  65938. * @param source defines the source object
  65939. * @param destination defines the target object
  65940. * @param doNotCopyList defines a list of properties to avoid
  65941. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  65942. */
  65943. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  65944. }
  65945. }
  65946. declare module BABYLON {
  65947. /**
  65948. * Class containing a set of static utilities functions for precision date
  65949. */
  65950. export class PrecisionDate {
  65951. /**
  65952. * Gets either window.performance.now() if supported or Date.now() else
  65953. */
  65954. static readonly Now: number;
  65955. }
  65956. }
  65957. declare module BABYLON {
  65958. /** @hidden */
  65959. export class _DevTools {
  65960. static WarnImport(name: string): string;
  65961. }
  65962. }
  65963. declare module BABYLON {
  65964. /**
  65965. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  65966. */
  65967. export class WebRequest {
  65968. private _xhr;
  65969. /**
  65970. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  65971. * i.e. when loading files, where the server/service expects an Authorization header
  65972. */
  65973. static CustomRequestHeaders: {
  65974. [key: string]: string;
  65975. };
  65976. /**
  65977. * Add callback functions in this array to update all the requests before they get sent to the network
  65978. */
  65979. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  65980. private _injectCustomRequestHeaders;
  65981. /**
  65982. * Gets or sets a function to be called when loading progress changes
  65983. */
  65984. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  65985. /**
  65986. * Returns client's state
  65987. */
  65988. readonly readyState: number;
  65989. /**
  65990. * Returns client's status
  65991. */
  65992. readonly status: number;
  65993. /**
  65994. * Returns client's status as a text
  65995. */
  65996. readonly statusText: string;
  65997. /**
  65998. * Returns client's response
  65999. */
  66000. readonly response: any;
  66001. /**
  66002. * Returns client's response url
  66003. */
  66004. readonly responseURL: string;
  66005. /**
  66006. * Returns client's response as text
  66007. */
  66008. readonly responseText: string;
  66009. /**
  66010. * Gets or sets the expected response type
  66011. */
  66012. responseType: XMLHttpRequestResponseType;
  66013. /** @hidden */
  66014. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  66015. /** @hidden */
  66016. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  66017. /**
  66018. * Cancels any network activity
  66019. */
  66020. abort(): void;
  66021. /**
  66022. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  66023. * @param body defines an optional request body
  66024. */
  66025. send(body?: Document | BodyInit | null): void;
  66026. /**
  66027. * Sets the request method, request URL
  66028. * @param method defines the method to use (GET, POST, etc..)
  66029. * @param url defines the url to connect with
  66030. */
  66031. open(method: string, url: string): void;
  66032. }
  66033. }
  66034. declare module BABYLON {
  66035. /**
  66036. * File request interface
  66037. */
  66038. export interface IFileRequest {
  66039. /**
  66040. * Raised when the request is complete (success or error).
  66041. */
  66042. onCompleteObservable: Observable<IFileRequest>;
  66043. /**
  66044. * Aborts the request for a file.
  66045. */
  66046. abort: () => void;
  66047. }
  66048. }
  66049. declare module BABYLON {
  66050. /**
  66051. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  66052. */
  66053. export class PerformanceMonitor {
  66054. private _enabled;
  66055. private _rollingFrameTime;
  66056. private _lastFrameTimeMs;
  66057. /**
  66058. * constructor
  66059. * @param frameSampleSize The number of samples required to saturate the sliding window
  66060. */
  66061. constructor(frameSampleSize?: number);
  66062. /**
  66063. * Samples current frame
  66064. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  66065. */
  66066. sampleFrame(timeMs?: number): void;
  66067. /**
  66068. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  66069. */
  66070. readonly averageFrameTime: number;
  66071. /**
  66072. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  66073. */
  66074. readonly averageFrameTimeVariance: number;
  66075. /**
  66076. * Returns the frame time of the most recent frame
  66077. */
  66078. readonly instantaneousFrameTime: number;
  66079. /**
  66080. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  66081. */
  66082. readonly averageFPS: number;
  66083. /**
  66084. * Returns the average framerate in frames per second using the most recent frame time
  66085. */
  66086. readonly instantaneousFPS: number;
  66087. /**
  66088. * Returns true if enough samples have been taken to completely fill the sliding window
  66089. */
  66090. readonly isSaturated: boolean;
  66091. /**
  66092. * Enables contributions to the sliding window sample set
  66093. */
  66094. enable(): void;
  66095. /**
  66096. * Disables contributions to the sliding window sample set
  66097. * Samples will not be interpolated over the disabled period
  66098. */
  66099. disable(): void;
  66100. /**
  66101. * Returns true if sampling is enabled
  66102. */
  66103. readonly isEnabled: boolean;
  66104. /**
  66105. * Resets performance monitor
  66106. */
  66107. reset(): void;
  66108. }
  66109. /**
  66110. * RollingAverage
  66111. *
  66112. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  66113. */
  66114. export class RollingAverage {
  66115. /**
  66116. * Current average
  66117. */
  66118. average: number;
  66119. /**
  66120. * Current variance
  66121. */
  66122. variance: number;
  66123. protected _samples: Array<number>;
  66124. protected _sampleCount: number;
  66125. protected _pos: number;
  66126. protected _m2: number;
  66127. /**
  66128. * constructor
  66129. * @param length The number of samples required to saturate the sliding window
  66130. */
  66131. constructor(length: number);
  66132. /**
  66133. * Adds a sample to the sample set
  66134. * @param v The sample value
  66135. */
  66136. add(v: number): void;
  66137. /**
  66138. * Returns previously added values or null if outside of history or outside the sliding window domain
  66139. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  66140. * @return Value previously recorded with add() or null if outside of range
  66141. */
  66142. history(i: number): number;
  66143. /**
  66144. * Returns true if enough samples have been taken to completely fill the sliding window
  66145. * @return true if sample-set saturated
  66146. */
  66147. isSaturated(): boolean;
  66148. /**
  66149. * Resets the rolling average (equivalent to 0 samples taken so far)
  66150. */
  66151. reset(): void;
  66152. /**
  66153. * Wraps a value around the sample range boundaries
  66154. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  66155. * @return Wrapped position in sample range
  66156. */
  66157. protected _wrapPosition(i: number): number;
  66158. }
  66159. }
  66160. declare module BABYLON {
  66161. /**
  66162. * This class implement a typical dictionary using a string as key and the generic type T as value.
  66163. * The underlying implementation relies on an associative array to ensure the best performances.
  66164. * The value can be anything including 'null' but except 'undefined'
  66165. */
  66166. export class StringDictionary<T> {
  66167. /**
  66168. * This will clear this dictionary and copy the content from the 'source' one.
  66169. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  66170. * @param source the dictionary to take the content from and copy to this dictionary
  66171. */
  66172. copyFrom(source: StringDictionary<T>): void;
  66173. /**
  66174. * Get a value based from its key
  66175. * @param key the given key to get the matching value from
  66176. * @return the value if found, otherwise undefined is returned
  66177. */
  66178. get(key: string): T | undefined;
  66179. /**
  66180. * Get a value from its key or add it if it doesn't exist.
  66181. * This method will ensure you that a given key/data will be present in the dictionary.
  66182. * @param key the given key to get the matching value from
  66183. * @param factory the factory that will create the value if the key is not present in the dictionary.
  66184. * The factory will only be invoked if there's no data for the given key.
  66185. * @return the value corresponding to the key.
  66186. */
  66187. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  66188. /**
  66189. * Get a value from its key if present in the dictionary otherwise add it
  66190. * @param key the key to get the value from
  66191. * @param val if there's no such key/value pair in the dictionary add it with this value
  66192. * @return the value corresponding to the key
  66193. */
  66194. getOrAdd(key: string, val: T): T;
  66195. /**
  66196. * Check if there's a given key in the dictionary
  66197. * @param key the key to check for
  66198. * @return true if the key is present, false otherwise
  66199. */
  66200. contains(key: string): boolean;
  66201. /**
  66202. * Add a new key and its corresponding value
  66203. * @param key the key to add
  66204. * @param value the value corresponding to the key
  66205. * @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
  66206. */
  66207. add(key: string, value: T): boolean;
  66208. /**
  66209. * Update a specific value associated to a key
  66210. * @param key defines the key to use
  66211. * @param value defines the value to store
  66212. * @returns true if the value was updated (or false if the key was not found)
  66213. */
  66214. set(key: string, value: T): boolean;
  66215. /**
  66216. * Get the element of the given key and remove it from the dictionary
  66217. * @param key defines the key to search
  66218. * @returns the value associated with the key or null if not found
  66219. */
  66220. getAndRemove(key: string): Nullable<T>;
  66221. /**
  66222. * Remove a key/value from the dictionary.
  66223. * @param key the key to remove
  66224. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  66225. */
  66226. remove(key: string): boolean;
  66227. /**
  66228. * Clear the whole content of the dictionary
  66229. */
  66230. clear(): void;
  66231. /**
  66232. * Gets the current count
  66233. */
  66234. readonly count: number;
  66235. /**
  66236. * Execute a callback on each key/val of the dictionary.
  66237. * Note that you can remove any element in this dictionary in the callback implementation
  66238. * @param callback the callback to execute on a given key/value pair
  66239. */
  66240. forEach(callback: (key: string, val: T) => void): void;
  66241. /**
  66242. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  66243. * If the callback returns null or undefined the method will iterate to the next key/value pair
  66244. * Note that you can remove any element in this dictionary in the callback implementation
  66245. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  66246. * @returns the first item
  66247. */
  66248. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  66249. private _count;
  66250. private _data;
  66251. }
  66252. }
  66253. declare module BABYLON {
  66254. /**
  66255. * Class used to store gfx data (like WebGLBuffer)
  66256. */
  66257. export class DataBuffer {
  66258. /**
  66259. * Gets or sets the number of objects referencing this buffer
  66260. */
  66261. references: number;
  66262. /** Gets or sets the size of the underlying buffer */
  66263. capacity: number;
  66264. /**
  66265. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  66266. */
  66267. is32Bits: boolean;
  66268. /**
  66269. * Gets the underlying buffer
  66270. */
  66271. readonly underlyingResource: any;
  66272. }
  66273. }
  66274. declare module BABYLON {
  66275. /**
  66276. * Class used to store data that will be store in GPU memory
  66277. */
  66278. export class Buffer {
  66279. private _engine;
  66280. private _buffer;
  66281. /** @hidden */
  66282. _data: Nullable<DataArray>;
  66283. private _updatable;
  66284. private _instanced;
  66285. /**
  66286. * Gets the byte stride.
  66287. */
  66288. readonly byteStride: number;
  66289. /**
  66290. * Constructor
  66291. * @param engine the engine
  66292. * @param data the data to use for this buffer
  66293. * @param updatable whether the data is updatable
  66294. * @param stride the stride (optional)
  66295. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  66296. * @param instanced whether the buffer is instanced (optional)
  66297. * @param useBytes set to true if the stride in in bytes (optional)
  66298. */
  66299. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  66300. /**
  66301. * Create a new VertexBuffer based on the current buffer
  66302. * @param kind defines the vertex buffer kind (position, normal, etc.)
  66303. * @param offset defines offset in the buffer (0 by default)
  66304. * @param size defines the size in floats of attributes (position is 3 for instance)
  66305. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  66306. * @param instanced defines if the vertex buffer contains indexed data
  66307. * @param useBytes defines if the offset and stride are in bytes
  66308. * @returns the new vertex buffer
  66309. */
  66310. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  66311. /**
  66312. * Gets a boolean indicating if the Buffer is updatable?
  66313. * @returns true if the buffer is updatable
  66314. */
  66315. isUpdatable(): boolean;
  66316. /**
  66317. * Gets current buffer's data
  66318. * @returns a DataArray or null
  66319. */
  66320. getData(): Nullable<DataArray>;
  66321. /**
  66322. * Gets underlying native buffer
  66323. * @returns underlying native buffer
  66324. */
  66325. getBuffer(): Nullable<DataBuffer>;
  66326. /**
  66327. * Gets the stride in float32 units (i.e. byte stride / 4).
  66328. * May not be an integer if the byte stride is not divisible by 4.
  66329. * DEPRECATED. Use byteStride instead.
  66330. * @returns the stride in float32 units
  66331. */
  66332. getStrideSize(): number;
  66333. /**
  66334. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  66335. * @param data defines the data to store
  66336. */
  66337. create(data?: Nullable<DataArray>): void;
  66338. /** @hidden */
  66339. _rebuild(): void;
  66340. /**
  66341. * Update current buffer data
  66342. * @param data defines the data to store
  66343. */
  66344. update(data: DataArray): void;
  66345. /**
  66346. * Updates the data directly.
  66347. * @param data the new data
  66348. * @param offset the new offset
  66349. * @param vertexCount the vertex count (optional)
  66350. * @param useBytes set to true if the offset is in bytes
  66351. */
  66352. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  66353. /**
  66354. * Release all resources
  66355. */
  66356. dispose(): void;
  66357. }
  66358. /**
  66359. * Specialized buffer used to store vertex data
  66360. */
  66361. export class VertexBuffer {
  66362. /** @hidden */
  66363. _buffer: Buffer;
  66364. private _kind;
  66365. private _size;
  66366. private _ownsBuffer;
  66367. private _instanced;
  66368. private _instanceDivisor;
  66369. /**
  66370. * The byte type.
  66371. */
  66372. static readonly BYTE: number;
  66373. /**
  66374. * The unsigned byte type.
  66375. */
  66376. static readonly UNSIGNED_BYTE: number;
  66377. /**
  66378. * The short type.
  66379. */
  66380. static readonly SHORT: number;
  66381. /**
  66382. * The unsigned short type.
  66383. */
  66384. static readonly UNSIGNED_SHORT: number;
  66385. /**
  66386. * The integer type.
  66387. */
  66388. static readonly INT: number;
  66389. /**
  66390. * The unsigned integer type.
  66391. */
  66392. static readonly UNSIGNED_INT: number;
  66393. /**
  66394. * The float type.
  66395. */
  66396. static readonly FLOAT: number;
  66397. /**
  66398. * Gets or sets the instance divisor when in instanced mode
  66399. */
  66400. instanceDivisor: number;
  66401. /**
  66402. * Gets the byte stride.
  66403. */
  66404. readonly byteStride: number;
  66405. /**
  66406. * Gets the byte offset.
  66407. */
  66408. readonly byteOffset: number;
  66409. /**
  66410. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  66411. */
  66412. readonly normalized: boolean;
  66413. /**
  66414. * Gets the data type of each component in the array.
  66415. */
  66416. readonly type: number;
  66417. /**
  66418. * Constructor
  66419. * @param engine the engine
  66420. * @param data the data to use for this vertex buffer
  66421. * @param kind the vertex buffer kind
  66422. * @param updatable whether the data is updatable
  66423. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  66424. * @param stride the stride (optional)
  66425. * @param instanced whether the buffer is instanced (optional)
  66426. * @param offset the offset of the data (optional)
  66427. * @param size the number of components (optional)
  66428. * @param type the type of the component (optional)
  66429. * @param normalized whether the data contains normalized data (optional)
  66430. * @param useBytes set to true if stride and offset are in bytes (optional)
  66431. */
  66432. 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);
  66433. /** @hidden */
  66434. _rebuild(): void;
  66435. /**
  66436. * Returns the kind of the VertexBuffer (string)
  66437. * @returns a string
  66438. */
  66439. getKind(): string;
  66440. /**
  66441. * Gets a boolean indicating if the VertexBuffer is updatable?
  66442. * @returns true if the buffer is updatable
  66443. */
  66444. isUpdatable(): boolean;
  66445. /**
  66446. * Gets current buffer's data
  66447. * @returns a DataArray or null
  66448. */
  66449. getData(): Nullable<DataArray>;
  66450. /**
  66451. * Gets underlying native buffer
  66452. * @returns underlying native buffer
  66453. */
  66454. getBuffer(): Nullable<DataBuffer>;
  66455. /**
  66456. * Gets the stride in float32 units (i.e. byte stride / 4).
  66457. * May not be an integer if the byte stride is not divisible by 4.
  66458. * DEPRECATED. Use byteStride instead.
  66459. * @returns the stride in float32 units
  66460. */
  66461. getStrideSize(): number;
  66462. /**
  66463. * Returns the offset as a multiple of the type byte length.
  66464. * DEPRECATED. Use byteOffset instead.
  66465. * @returns the offset in bytes
  66466. */
  66467. getOffset(): number;
  66468. /**
  66469. * Returns the number of components per vertex attribute (integer)
  66470. * @returns the size in float
  66471. */
  66472. getSize(): number;
  66473. /**
  66474. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  66475. * @returns true if this buffer is instanced
  66476. */
  66477. getIsInstanced(): boolean;
  66478. /**
  66479. * Returns the instancing divisor, zero for non-instanced (integer).
  66480. * @returns a number
  66481. */
  66482. getInstanceDivisor(): number;
  66483. /**
  66484. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  66485. * @param data defines the data to store
  66486. */
  66487. create(data?: DataArray): void;
  66488. /**
  66489. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  66490. * This function will create a new buffer if the current one is not updatable
  66491. * @param data defines the data to store
  66492. */
  66493. update(data: DataArray): void;
  66494. /**
  66495. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  66496. * Returns the directly updated WebGLBuffer.
  66497. * @param data the new data
  66498. * @param offset the new offset
  66499. * @param useBytes set to true if the offset is in bytes
  66500. */
  66501. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  66502. /**
  66503. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  66504. */
  66505. dispose(): void;
  66506. /**
  66507. * Enumerates each value of this vertex buffer as numbers.
  66508. * @param count the number of values to enumerate
  66509. * @param callback the callback function called for each value
  66510. */
  66511. forEach(count: number, callback: (value: number, index: number) => void): void;
  66512. /**
  66513. * Positions
  66514. */
  66515. static readonly PositionKind: string;
  66516. /**
  66517. * Normals
  66518. */
  66519. static readonly NormalKind: string;
  66520. /**
  66521. * Tangents
  66522. */
  66523. static readonly TangentKind: string;
  66524. /**
  66525. * Texture coordinates
  66526. */
  66527. static readonly UVKind: string;
  66528. /**
  66529. * Texture coordinates 2
  66530. */
  66531. static readonly UV2Kind: string;
  66532. /**
  66533. * Texture coordinates 3
  66534. */
  66535. static readonly UV3Kind: string;
  66536. /**
  66537. * Texture coordinates 4
  66538. */
  66539. static readonly UV4Kind: string;
  66540. /**
  66541. * Texture coordinates 5
  66542. */
  66543. static readonly UV5Kind: string;
  66544. /**
  66545. * Texture coordinates 6
  66546. */
  66547. static readonly UV6Kind: string;
  66548. /**
  66549. * Colors
  66550. */
  66551. static readonly ColorKind: string;
  66552. /**
  66553. * Matrix indices (for bones)
  66554. */
  66555. static readonly MatricesIndicesKind: string;
  66556. /**
  66557. * Matrix weights (for bones)
  66558. */
  66559. static readonly MatricesWeightsKind: string;
  66560. /**
  66561. * Additional matrix indices (for bones)
  66562. */
  66563. static readonly MatricesIndicesExtraKind: string;
  66564. /**
  66565. * Additional matrix weights (for bones)
  66566. */
  66567. static readonly MatricesWeightsExtraKind: string;
  66568. /**
  66569. * Deduces the stride given a kind.
  66570. * @param kind The kind string to deduce
  66571. * @returns The deduced stride
  66572. */
  66573. static DeduceStride(kind: string): number;
  66574. /**
  66575. * Gets the byte length of the given type.
  66576. * @param type the type
  66577. * @returns the number of bytes
  66578. */
  66579. static GetTypeByteLength(type: number): number;
  66580. /**
  66581. * Enumerates each value of the given parameters as numbers.
  66582. * @param data the data to enumerate
  66583. * @param byteOffset the byte offset of the data
  66584. * @param byteStride the byte stride of the data
  66585. * @param componentCount the number of components per element
  66586. * @param componentType the type of the component
  66587. * @param count the number of values to enumerate
  66588. * @param normalized whether the data is normalized
  66589. * @param callback the callback function called for each value
  66590. */
  66591. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  66592. private static _GetFloatValue;
  66593. }
  66594. }
  66595. declare module BABYLON {
  66596. /**
  66597. * Scalar computation library
  66598. */
  66599. export class Scalar {
  66600. /**
  66601. * Two pi constants convenient for computation.
  66602. */
  66603. static TwoPi: number;
  66604. /**
  66605. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  66606. * @param a number
  66607. * @param b number
  66608. * @param epsilon (default = 1.401298E-45)
  66609. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  66610. */
  66611. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  66612. /**
  66613. * Returns a string : the upper case translation of the number i to hexadecimal.
  66614. * @param i number
  66615. * @returns the upper case translation of the number i to hexadecimal.
  66616. */
  66617. static ToHex(i: number): string;
  66618. /**
  66619. * Returns -1 if value is negative and +1 is value is positive.
  66620. * @param value the value
  66621. * @returns the value itself if it's equal to zero.
  66622. */
  66623. static Sign(value: number): number;
  66624. /**
  66625. * Returns the value itself if it's between min and max.
  66626. * Returns min if the value is lower than min.
  66627. * Returns max if the value is greater than max.
  66628. * @param value the value to clmap
  66629. * @param min the min value to clamp to (default: 0)
  66630. * @param max the max value to clamp to (default: 1)
  66631. * @returns the clamped value
  66632. */
  66633. static Clamp(value: number, min?: number, max?: number): number;
  66634. /**
  66635. * the log2 of value.
  66636. * @param value the value to compute log2 of
  66637. * @returns the log2 of value.
  66638. */
  66639. static Log2(value: number): number;
  66640. /**
  66641. * Loops the value, so that it is never larger than length and never smaller than 0.
  66642. *
  66643. * This is similar to the modulo operator but it works with floating point numbers.
  66644. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  66645. * With t = 5 and length = 2.5, the result would be 0.0.
  66646. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  66647. * @param value the value
  66648. * @param length the length
  66649. * @returns the looped value
  66650. */
  66651. static Repeat(value: number, length: number): number;
  66652. /**
  66653. * Normalize the value between 0.0 and 1.0 using min and max values
  66654. * @param value value to normalize
  66655. * @param min max to normalize between
  66656. * @param max min to normalize between
  66657. * @returns the normalized value
  66658. */
  66659. static Normalize(value: number, min: number, max: number): number;
  66660. /**
  66661. * Denormalize the value from 0.0 and 1.0 using min and max values
  66662. * @param normalized value to denormalize
  66663. * @param min max to denormalize between
  66664. * @param max min to denormalize between
  66665. * @returns the denormalized value
  66666. */
  66667. static Denormalize(normalized: number, min: number, max: number): number;
  66668. /**
  66669. * Calculates the shortest difference between two given angles given in degrees.
  66670. * @param current current angle in degrees
  66671. * @param target target angle in degrees
  66672. * @returns the delta
  66673. */
  66674. static DeltaAngle(current: number, target: number): number;
  66675. /**
  66676. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  66677. * @param tx value
  66678. * @param length length
  66679. * @returns The returned value will move back and forth between 0 and length
  66680. */
  66681. static PingPong(tx: number, length: number): number;
  66682. /**
  66683. * Interpolates between min and max with smoothing at the limits.
  66684. *
  66685. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  66686. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  66687. * @param from from
  66688. * @param to to
  66689. * @param tx value
  66690. * @returns the smooth stepped value
  66691. */
  66692. static SmoothStep(from: number, to: number, tx: number): number;
  66693. /**
  66694. * Moves a value current towards target.
  66695. *
  66696. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  66697. * Negative values of maxDelta pushes the value away from target.
  66698. * @param current current value
  66699. * @param target target value
  66700. * @param maxDelta max distance to move
  66701. * @returns resulting value
  66702. */
  66703. static MoveTowards(current: number, target: number, maxDelta: number): number;
  66704. /**
  66705. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  66706. *
  66707. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  66708. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  66709. * @param current current value
  66710. * @param target target value
  66711. * @param maxDelta max distance to move
  66712. * @returns resulting angle
  66713. */
  66714. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  66715. /**
  66716. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  66717. * @param start start value
  66718. * @param end target value
  66719. * @param amount amount to lerp between
  66720. * @returns the lerped value
  66721. */
  66722. static Lerp(start: number, end: number, amount: number): number;
  66723. /**
  66724. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  66725. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  66726. * @param start start value
  66727. * @param end target value
  66728. * @param amount amount to lerp between
  66729. * @returns the lerped value
  66730. */
  66731. static LerpAngle(start: number, end: number, amount: number): number;
  66732. /**
  66733. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  66734. * @param a start value
  66735. * @param b target value
  66736. * @param value value between a and b
  66737. * @returns the inverseLerp value
  66738. */
  66739. static InverseLerp(a: number, b: number, value: number): number;
  66740. /**
  66741. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  66742. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  66743. * @param value1 spline value
  66744. * @param tangent1 spline value
  66745. * @param value2 spline value
  66746. * @param tangent2 spline value
  66747. * @param amount input value
  66748. * @returns hermite result
  66749. */
  66750. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  66751. /**
  66752. * Returns a random float number between and min and max values
  66753. * @param min min value of random
  66754. * @param max max value of random
  66755. * @returns random value
  66756. */
  66757. static RandomRange(min: number, max: number): number;
  66758. /**
  66759. * This function returns percentage of a number in a given range.
  66760. *
  66761. * RangeToPercent(40,20,60) will return 0.5 (50%)
  66762. * RangeToPercent(34,0,100) will return 0.34 (34%)
  66763. * @param number to convert to percentage
  66764. * @param min min range
  66765. * @param max max range
  66766. * @returns the percentage
  66767. */
  66768. static RangeToPercent(number: number, min: number, max: number): number;
  66769. /**
  66770. * This function returns number that corresponds to the percentage in a given range.
  66771. *
  66772. * PercentToRange(0.34,0,100) will return 34.
  66773. * @param percent to convert to number
  66774. * @param min min range
  66775. * @param max max range
  66776. * @returns the number
  66777. */
  66778. static PercentToRange(percent: number, min: number, max: number): number;
  66779. /**
  66780. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  66781. * @param angle The angle to normalize in radian.
  66782. * @return The converted angle.
  66783. */
  66784. static NormalizeRadians(angle: number): number;
  66785. }
  66786. }
  66787. declare module BABYLON {
  66788. /**
  66789. * Constant used to convert a value to gamma space
  66790. * @ignorenaming
  66791. */
  66792. export const ToGammaSpace: number;
  66793. /**
  66794. * Constant used to convert a value to linear space
  66795. * @ignorenaming
  66796. */
  66797. export const ToLinearSpace = 2.2;
  66798. /**
  66799. * Constant used to define the minimal number value in Babylon.js
  66800. * @ignorenaming
  66801. */
  66802. let Epsilon: number;
  66803. }
  66804. declare module BABYLON {
  66805. /**
  66806. * Class used to represent a viewport on screen
  66807. */
  66808. export class Viewport {
  66809. /** viewport left coordinate */
  66810. x: number;
  66811. /** viewport top coordinate */
  66812. y: number;
  66813. /**viewport width */
  66814. width: number;
  66815. /** viewport height */
  66816. height: number;
  66817. /**
  66818. * Creates a Viewport object located at (x, y) and sized (width, height)
  66819. * @param x defines viewport left coordinate
  66820. * @param y defines viewport top coordinate
  66821. * @param width defines the viewport width
  66822. * @param height defines the viewport height
  66823. */
  66824. constructor(
  66825. /** viewport left coordinate */
  66826. x: number,
  66827. /** viewport top coordinate */
  66828. y: number,
  66829. /**viewport width */
  66830. width: number,
  66831. /** viewport height */
  66832. height: number);
  66833. /**
  66834. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  66835. * @param renderWidth defines the rendering width
  66836. * @param renderHeight defines the rendering height
  66837. * @returns a new Viewport
  66838. */
  66839. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  66840. /**
  66841. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  66842. * @param renderWidth defines the rendering width
  66843. * @param renderHeight defines the rendering height
  66844. * @param ref defines the target viewport
  66845. * @returns the current viewport
  66846. */
  66847. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  66848. /**
  66849. * Returns a new Viewport copied from the current one
  66850. * @returns a new Viewport
  66851. */
  66852. clone(): Viewport;
  66853. }
  66854. }
  66855. declare module BABYLON {
  66856. /**
  66857. * Class containing a set of static utilities functions for arrays.
  66858. */
  66859. export class ArrayTools {
  66860. /**
  66861. * Returns an array of the given size filled with element built from the given constructor and the paramters
  66862. * @param size the number of element to construct and put in the array
  66863. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  66864. * @returns a new array filled with new objects
  66865. */
  66866. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  66867. }
  66868. }
  66869. declare module BABYLON {
  66870. /**
  66871. * @hidden
  66872. */
  66873. export interface IColor4Like {
  66874. r: float;
  66875. g: float;
  66876. b: float;
  66877. a: float;
  66878. }
  66879. /**
  66880. * @hidden
  66881. */
  66882. export interface IColor3Like {
  66883. r: float;
  66884. g: float;
  66885. b: float;
  66886. }
  66887. /**
  66888. * @hidden
  66889. */
  66890. export interface IVector4Like {
  66891. x: float;
  66892. y: float;
  66893. z: float;
  66894. w: float;
  66895. }
  66896. /**
  66897. * @hidden
  66898. */
  66899. export interface IVector3Like {
  66900. x: float;
  66901. y: float;
  66902. z: float;
  66903. }
  66904. /**
  66905. * @hidden
  66906. */
  66907. export interface IVector2Like {
  66908. x: float;
  66909. y: float;
  66910. }
  66911. /**
  66912. * @hidden
  66913. */
  66914. export interface IMatrixLike {
  66915. toArray(): DeepImmutable<Float32Array>;
  66916. updateFlag: int;
  66917. }
  66918. /**
  66919. * @hidden
  66920. */
  66921. export interface IViewportLike {
  66922. x: float;
  66923. y: float;
  66924. width: float;
  66925. height: float;
  66926. }
  66927. /**
  66928. * @hidden
  66929. */
  66930. export interface IPlaneLike {
  66931. normal: IVector3Like;
  66932. d: float;
  66933. normalize(): void;
  66934. }
  66935. }
  66936. declare module BABYLON {
  66937. /**
  66938. * Class representing a vector containing 2 coordinates
  66939. */
  66940. export class Vector2 {
  66941. /** defines the first coordinate */
  66942. x: number;
  66943. /** defines the second coordinate */
  66944. y: number;
  66945. /**
  66946. * Creates a new Vector2 from the given x and y coordinates
  66947. * @param x defines the first coordinate
  66948. * @param y defines the second coordinate
  66949. */
  66950. constructor(
  66951. /** defines the first coordinate */
  66952. x?: number,
  66953. /** defines the second coordinate */
  66954. y?: number);
  66955. /**
  66956. * Gets a string with the Vector2 coordinates
  66957. * @returns a string with the Vector2 coordinates
  66958. */
  66959. toString(): string;
  66960. /**
  66961. * Gets class name
  66962. * @returns the string "Vector2"
  66963. */
  66964. getClassName(): string;
  66965. /**
  66966. * Gets current vector hash code
  66967. * @returns the Vector2 hash code as a number
  66968. */
  66969. getHashCode(): number;
  66970. /**
  66971. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  66972. * @param array defines the source array
  66973. * @param index defines the offset in source array
  66974. * @returns the current Vector2
  66975. */
  66976. toArray(array: FloatArray, index?: number): Vector2;
  66977. /**
  66978. * Copy the current vector to an array
  66979. * @returns a new array with 2 elements: the Vector2 coordinates.
  66980. */
  66981. asArray(): number[];
  66982. /**
  66983. * Sets the Vector2 coordinates with the given Vector2 coordinates
  66984. * @param source defines the source Vector2
  66985. * @returns the current updated Vector2
  66986. */
  66987. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  66988. /**
  66989. * Sets the Vector2 coordinates with the given floats
  66990. * @param x defines the first coordinate
  66991. * @param y defines the second coordinate
  66992. * @returns the current updated Vector2
  66993. */
  66994. copyFromFloats(x: number, y: number): Vector2;
  66995. /**
  66996. * Sets the Vector2 coordinates with the given floats
  66997. * @param x defines the first coordinate
  66998. * @param y defines the second coordinate
  66999. * @returns the current updated Vector2
  67000. */
  67001. set(x: number, y: number): Vector2;
  67002. /**
  67003. * Add another vector with the current one
  67004. * @param otherVector defines the other vector
  67005. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  67006. */
  67007. add(otherVector: DeepImmutable<Vector2>): Vector2;
  67008. /**
  67009. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  67010. * @param otherVector defines the other vector
  67011. * @param result defines the target vector
  67012. * @returns the unmodified current Vector2
  67013. */
  67014. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67015. /**
  67016. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  67017. * @param otherVector defines the other vector
  67018. * @returns the current updated Vector2
  67019. */
  67020. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67021. /**
  67022. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  67023. * @param otherVector defines the other vector
  67024. * @returns a new Vector2
  67025. */
  67026. addVector3(otherVector: Vector3): Vector2;
  67027. /**
  67028. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  67029. * @param otherVector defines the other vector
  67030. * @returns a new Vector2
  67031. */
  67032. subtract(otherVector: Vector2): Vector2;
  67033. /**
  67034. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  67035. * @param otherVector defines the other vector
  67036. * @param result defines the target vector
  67037. * @returns the unmodified current Vector2
  67038. */
  67039. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67040. /**
  67041. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  67042. * @param otherVector defines the other vector
  67043. * @returns the current updated Vector2
  67044. */
  67045. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67046. /**
  67047. * Multiplies in place the current Vector2 coordinates by the given ones
  67048. * @param otherVector defines the other vector
  67049. * @returns the current updated Vector2
  67050. */
  67051. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67052. /**
  67053. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  67054. * @param otherVector defines the other vector
  67055. * @returns a new Vector2
  67056. */
  67057. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  67058. /**
  67059. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  67060. * @param otherVector defines the other vector
  67061. * @param result defines the target vector
  67062. * @returns the unmodified current Vector2
  67063. */
  67064. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67065. /**
  67066. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  67067. * @param x defines the first coordinate
  67068. * @param y defines the second coordinate
  67069. * @returns a new Vector2
  67070. */
  67071. multiplyByFloats(x: number, y: number): Vector2;
  67072. /**
  67073. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  67074. * @param otherVector defines the other vector
  67075. * @returns a new Vector2
  67076. */
  67077. divide(otherVector: Vector2): Vector2;
  67078. /**
  67079. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  67080. * @param otherVector defines the other vector
  67081. * @param result defines the target vector
  67082. * @returns the unmodified current Vector2
  67083. */
  67084. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67085. /**
  67086. * Divides the current Vector2 coordinates by the given ones
  67087. * @param otherVector defines the other vector
  67088. * @returns the current updated Vector2
  67089. */
  67090. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67091. /**
  67092. * Gets a new Vector2 with current Vector2 negated coordinates
  67093. * @returns a new Vector2
  67094. */
  67095. negate(): Vector2;
  67096. /**
  67097. * Multiply the Vector2 coordinates by scale
  67098. * @param scale defines the scaling factor
  67099. * @returns the current updated Vector2
  67100. */
  67101. scaleInPlace(scale: number): Vector2;
  67102. /**
  67103. * Returns a new Vector2 scaled by "scale" from the current Vector2
  67104. * @param scale defines the scaling factor
  67105. * @returns a new Vector2
  67106. */
  67107. scale(scale: number): Vector2;
  67108. /**
  67109. * Scale the current Vector2 values by a factor to a given Vector2
  67110. * @param scale defines the scale factor
  67111. * @param result defines the Vector2 object where to store the result
  67112. * @returns the unmodified current Vector2
  67113. */
  67114. scaleToRef(scale: number, result: Vector2): Vector2;
  67115. /**
  67116. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  67117. * @param scale defines the scale factor
  67118. * @param result defines the Vector2 object where to store the result
  67119. * @returns the unmodified current Vector2
  67120. */
  67121. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  67122. /**
  67123. * Gets a boolean if two vectors are equals
  67124. * @param otherVector defines the other vector
  67125. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  67126. */
  67127. equals(otherVector: DeepImmutable<Vector2>): boolean;
  67128. /**
  67129. * Gets a boolean if two vectors are equals (using an epsilon value)
  67130. * @param otherVector defines the other vector
  67131. * @param epsilon defines the minimal distance to consider equality
  67132. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  67133. */
  67134. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  67135. /**
  67136. * Gets a new Vector2 from current Vector2 floored values
  67137. * @returns a new Vector2
  67138. */
  67139. floor(): Vector2;
  67140. /**
  67141. * Gets a new Vector2 from current Vector2 floored values
  67142. * @returns a new Vector2
  67143. */
  67144. fract(): Vector2;
  67145. /**
  67146. * Gets the length of the vector
  67147. * @returns the vector length (float)
  67148. */
  67149. length(): number;
  67150. /**
  67151. * Gets the vector squared length
  67152. * @returns the vector squared length (float)
  67153. */
  67154. lengthSquared(): number;
  67155. /**
  67156. * Normalize the vector
  67157. * @returns the current updated Vector2
  67158. */
  67159. normalize(): Vector2;
  67160. /**
  67161. * Gets a new Vector2 copied from the Vector2
  67162. * @returns a new Vector2
  67163. */
  67164. clone(): Vector2;
  67165. /**
  67166. * Gets a new Vector2(0, 0)
  67167. * @returns a new Vector2
  67168. */
  67169. static Zero(): Vector2;
  67170. /**
  67171. * Gets a new Vector2(1, 1)
  67172. * @returns a new Vector2
  67173. */
  67174. static One(): Vector2;
  67175. /**
  67176. * Gets a new Vector2 set from the given index element of the given array
  67177. * @param array defines the data source
  67178. * @param offset defines the offset in the data source
  67179. * @returns a new Vector2
  67180. */
  67181. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  67182. /**
  67183. * Sets "result" from the given index element of the given array
  67184. * @param array defines the data source
  67185. * @param offset defines the offset in the data source
  67186. * @param result defines the target vector
  67187. */
  67188. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  67189. /**
  67190. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  67191. * @param value1 defines 1st point of control
  67192. * @param value2 defines 2nd point of control
  67193. * @param value3 defines 3rd point of control
  67194. * @param value4 defines 4th point of control
  67195. * @param amount defines the interpolation factor
  67196. * @returns a new Vector2
  67197. */
  67198. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  67199. /**
  67200. * 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".
  67201. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  67202. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  67203. * @param value defines the value to clamp
  67204. * @param min defines the lower limit
  67205. * @param max defines the upper limit
  67206. * @returns a new Vector2
  67207. */
  67208. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  67209. /**
  67210. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  67211. * @param value1 defines the 1st control point
  67212. * @param tangent1 defines the outgoing tangent
  67213. * @param value2 defines the 2nd control point
  67214. * @param tangent2 defines the incoming tangent
  67215. * @param amount defines the interpolation factor
  67216. * @returns a new Vector2
  67217. */
  67218. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  67219. /**
  67220. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  67221. * @param start defines the start vector
  67222. * @param end defines the end vector
  67223. * @param amount defines the interpolation factor
  67224. * @returns a new Vector2
  67225. */
  67226. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  67227. /**
  67228. * Gets the dot product of the vector "left" and the vector "right"
  67229. * @param left defines first vector
  67230. * @param right defines second vector
  67231. * @returns the dot product (float)
  67232. */
  67233. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  67234. /**
  67235. * Returns a new Vector2 equal to the normalized given vector
  67236. * @param vector defines the vector to normalize
  67237. * @returns a new Vector2
  67238. */
  67239. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  67240. /**
  67241. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  67242. * @param left defines 1st vector
  67243. * @param right defines 2nd vector
  67244. * @returns a new Vector2
  67245. */
  67246. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  67247. /**
  67248. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  67249. * @param left defines 1st vector
  67250. * @param right defines 2nd vector
  67251. * @returns a new Vector2
  67252. */
  67253. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  67254. /**
  67255. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  67256. * @param vector defines the vector to transform
  67257. * @param transformation defines the matrix to apply
  67258. * @returns a new Vector2
  67259. */
  67260. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  67261. /**
  67262. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  67263. * @param vector defines the vector to transform
  67264. * @param transformation defines the matrix to apply
  67265. * @param result defines the target vector
  67266. */
  67267. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  67268. /**
  67269. * Determines if a given vector is included in a triangle
  67270. * @param p defines the vector to test
  67271. * @param p0 defines 1st triangle point
  67272. * @param p1 defines 2nd triangle point
  67273. * @param p2 defines 3rd triangle point
  67274. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  67275. */
  67276. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  67277. /**
  67278. * Gets the distance between the vectors "value1" and "value2"
  67279. * @param value1 defines first vector
  67280. * @param value2 defines second vector
  67281. * @returns the distance between vectors
  67282. */
  67283. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  67284. /**
  67285. * Returns the squared distance between the vectors "value1" and "value2"
  67286. * @param value1 defines first vector
  67287. * @param value2 defines second vector
  67288. * @returns the squared distance between vectors
  67289. */
  67290. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  67291. /**
  67292. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  67293. * @param value1 defines first vector
  67294. * @param value2 defines second vector
  67295. * @returns a new Vector2
  67296. */
  67297. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  67298. /**
  67299. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  67300. * @param p defines the middle point
  67301. * @param segA defines one point of the segment
  67302. * @param segB defines the other point of the segment
  67303. * @returns the shortest distance
  67304. */
  67305. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  67306. }
  67307. /**
  67308. * Classed used to store (x,y,z) vector representation
  67309. * A Vector3 is the main object used in 3D geometry
  67310. * It can represent etiher the coordinates of a point the space, either a direction
  67311. * Reminder: js uses a left handed forward facing system
  67312. */
  67313. export class Vector3 {
  67314. /**
  67315. * Defines the first coordinates (on X axis)
  67316. */
  67317. x: number;
  67318. /**
  67319. * Defines the second coordinates (on Y axis)
  67320. */
  67321. y: number;
  67322. /**
  67323. * Defines the third coordinates (on Z axis)
  67324. */
  67325. z: number;
  67326. private static _UpReadOnly;
  67327. private static _ZeroReadOnly;
  67328. /**
  67329. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  67330. * @param x defines the first coordinates (on X axis)
  67331. * @param y defines the second coordinates (on Y axis)
  67332. * @param z defines the third coordinates (on Z axis)
  67333. */
  67334. constructor(
  67335. /**
  67336. * Defines the first coordinates (on X axis)
  67337. */
  67338. x?: number,
  67339. /**
  67340. * Defines the second coordinates (on Y axis)
  67341. */
  67342. y?: number,
  67343. /**
  67344. * Defines the third coordinates (on Z axis)
  67345. */
  67346. z?: number);
  67347. /**
  67348. * Creates a string representation of the Vector3
  67349. * @returns a string with the Vector3 coordinates.
  67350. */
  67351. toString(): string;
  67352. /**
  67353. * Gets the class name
  67354. * @returns the string "Vector3"
  67355. */
  67356. getClassName(): string;
  67357. /**
  67358. * Creates the Vector3 hash code
  67359. * @returns a number which tends to be unique between Vector3 instances
  67360. */
  67361. getHashCode(): number;
  67362. /**
  67363. * Creates an array containing three elements : the coordinates of the Vector3
  67364. * @returns a new array of numbers
  67365. */
  67366. asArray(): number[];
  67367. /**
  67368. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  67369. * @param array defines the destination array
  67370. * @param index defines the offset in the destination array
  67371. * @returns the current Vector3
  67372. */
  67373. toArray(array: FloatArray, index?: number): Vector3;
  67374. /**
  67375. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  67376. * @returns a new Quaternion object, computed from the Vector3 coordinates
  67377. */
  67378. toQuaternion(): Quaternion;
  67379. /**
  67380. * Adds the given vector to the current Vector3
  67381. * @param otherVector defines the second operand
  67382. * @returns the current updated Vector3
  67383. */
  67384. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67385. /**
  67386. * Adds the given coordinates to the current Vector3
  67387. * @param x defines the x coordinate of the operand
  67388. * @param y defines the y coordinate of the operand
  67389. * @param z defines the z coordinate of the operand
  67390. * @returns the current updated Vector3
  67391. */
  67392. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67393. /**
  67394. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  67395. * @param otherVector defines the second operand
  67396. * @returns the resulting Vector3
  67397. */
  67398. add(otherVector: DeepImmutable<Vector3>): Vector3;
  67399. /**
  67400. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  67401. * @param otherVector defines the second operand
  67402. * @param result defines the Vector3 object where to store the result
  67403. * @returns the current Vector3
  67404. */
  67405. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67406. /**
  67407. * Subtract the given vector from the current Vector3
  67408. * @param otherVector defines the second operand
  67409. * @returns the current updated Vector3
  67410. */
  67411. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67412. /**
  67413. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  67414. * @param otherVector defines the second operand
  67415. * @returns the resulting Vector3
  67416. */
  67417. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  67418. /**
  67419. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  67420. * @param otherVector defines the second operand
  67421. * @param result defines the Vector3 object where to store the result
  67422. * @returns the current Vector3
  67423. */
  67424. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67425. /**
  67426. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  67427. * @param x defines the x coordinate of the operand
  67428. * @param y defines the y coordinate of the operand
  67429. * @param z defines the z coordinate of the operand
  67430. * @returns the resulting Vector3
  67431. */
  67432. subtractFromFloats(x: number, y: number, z: number): Vector3;
  67433. /**
  67434. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  67435. * @param x defines the x coordinate of the operand
  67436. * @param y defines the y coordinate of the operand
  67437. * @param z defines the z coordinate of the operand
  67438. * @param result defines the Vector3 object where to store the result
  67439. * @returns the current Vector3
  67440. */
  67441. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  67442. /**
  67443. * Gets a new Vector3 set with the current Vector3 negated coordinates
  67444. * @returns a new Vector3
  67445. */
  67446. negate(): Vector3;
  67447. /**
  67448. * Multiplies the Vector3 coordinates by the float "scale"
  67449. * @param scale defines the multiplier factor
  67450. * @returns the current updated Vector3
  67451. */
  67452. scaleInPlace(scale: number): Vector3;
  67453. /**
  67454. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  67455. * @param scale defines the multiplier factor
  67456. * @returns a new Vector3
  67457. */
  67458. scale(scale: number): Vector3;
  67459. /**
  67460. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  67461. * @param scale defines the multiplier factor
  67462. * @param result defines the Vector3 object where to store the result
  67463. * @returns the current Vector3
  67464. */
  67465. scaleToRef(scale: number, result: Vector3): Vector3;
  67466. /**
  67467. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  67468. * @param scale defines the scale factor
  67469. * @param result defines the Vector3 object where to store the result
  67470. * @returns the unmodified current Vector3
  67471. */
  67472. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  67473. /**
  67474. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  67475. * @param otherVector defines the second operand
  67476. * @returns true if both vectors are equals
  67477. */
  67478. equals(otherVector: DeepImmutable<Vector3>): boolean;
  67479. /**
  67480. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  67481. * @param otherVector defines the second operand
  67482. * @param epsilon defines the minimal distance to define values as equals
  67483. * @returns true if both vectors are distant less than epsilon
  67484. */
  67485. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  67486. /**
  67487. * Returns true if the current Vector3 coordinates equals the given floats
  67488. * @param x defines the x coordinate of the operand
  67489. * @param y defines the y coordinate of the operand
  67490. * @param z defines the z coordinate of the operand
  67491. * @returns true if both vectors are equals
  67492. */
  67493. equalsToFloats(x: number, y: number, z: number): boolean;
  67494. /**
  67495. * Multiplies the current Vector3 coordinates by the given ones
  67496. * @param otherVector defines the second operand
  67497. * @returns the current updated Vector3
  67498. */
  67499. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67500. /**
  67501. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  67502. * @param otherVector defines the second operand
  67503. * @returns the new Vector3
  67504. */
  67505. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  67506. /**
  67507. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  67508. * @param otherVector defines the second operand
  67509. * @param result defines the Vector3 object where to store the result
  67510. * @returns the current Vector3
  67511. */
  67512. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67513. /**
  67514. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  67515. * @param x defines the x coordinate of the operand
  67516. * @param y defines the y coordinate of the operand
  67517. * @param z defines the z coordinate of the operand
  67518. * @returns the new Vector3
  67519. */
  67520. multiplyByFloats(x: number, y: number, z: number): Vector3;
  67521. /**
  67522. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  67523. * @param otherVector defines the second operand
  67524. * @returns the new Vector3
  67525. */
  67526. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  67527. /**
  67528. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  67529. * @param otherVector defines the second operand
  67530. * @param result defines the Vector3 object where to store the result
  67531. * @returns the current Vector3
  67532. */
  67533. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67534. /**
  67535. * Divides the current Vector3 coordinates by the given ones.
  67536. * @param otherVector defines the second operand
  67537. * @returns the current updated Vector3
  67538. */
  67539. divideInPlace(otherVector: Vector3): Vector3;
  67540. /**
  67541. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  67542. * @param other defines the second operand
  67543. * @returns the current updated Vector3
  67544. */
  67545. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  67546. /**
  67547. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  67548. * @param other defines the second operand
  67549. * @returns the current updated Vector3
  67550. */
  67551. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  67552. /**
  67553. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  67554. * @param x defines the x coordinate of the operand
  67555. * @param y defines the y coordinate of the operand
  67556. * @param z defines the z coordinate of the operand
  67557. * @returns the current updated Vector3
  67558. */
  67559. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67560. /**
  67561. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  67562. * @param x defines the x coordinate of the operand
  67563. * @param y defines the y coordinate of the operand
  67564. * @param z defines the z coordinate of the operand
  67565. * @returns the current updated Vector3
  67566. */
  67567. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67568. /**
  67569. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  67570. * Check if is non uniform within a certain amount of decimal places to account for this
  67571. * @param epsilon the amount the values can differ
  67572. * @returns if the the vector is non uniform to a certain number of decimal places
  67573. */
  67574. isNonUniformWithinEpsilon(epsilon: number): boolean;
  67575. /**
  67576. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  67577. */
  67578. readonly isNonUniform: boolean;
  67579. /**
  67580. * Gets a new Vector3 from current Vector3 floored values
  67581. * @returns a new Vector3
  67582. */
  67583. floor(): Vector3;
  67584. /**
  67585. * Gets a new Vector3 from current Vector3 floored values
  67586. * @returns a new Vector3
  67587. */
  67588. fract(): Vector3;
  67589. /**
  67590. * Gets the length of the Vector3
  67591. * @returns the length of the Vector3
  67592. */
  67593. length(): number;
  67594. /**
  67595. * Gets the squared length of the Vector3
  67596. * @returns squared length of the Vector3
  67597. */
  67598. lengthSquared(): number;
  67599. /**
  67600. * Normalize the current Vector3.
  67601. * Please note that this is an in place operation.
  67602. * @returns the current updated Vector3
  67603. */
  67604. normalize(): Vector3;
  67605. /**
  67606. * Reorders the x y z properties of the vector in place
  67607. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  67608. * @returns the current updated vector
  67609. */
  67610. reorderInPlace(order: string): this;
  67611. /**
  67612. * Rotates the vector around 0,0,0 by a quaternion
  67613. * @param quaternion the rotation quaternion
  67614. * @param result vector to store the result
  67615. * @returns the resulting vector
  67616. */
  67617. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  67618. /**
  67619. * Rotates a vector around a given point
  67620. * @param quaternion the rotation quaternion
  67621. * @param point the point to rotate around
  67622. * @param result vector to store the result
  67623. * @returns the resulting vector
  67624. */
  67625. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  67626. /**
  67627. * Normalize the current Vector3 with the given input length.
  67628. * Please note that this is an in place operation.
  67629. * @param len the length of the vector
  67630. * @returns the current updated Vector3
  67631. */
  67632. normalizeFromLength(len: number): Vector3;
  67633. /**
  67634. * Normalize the current Vector3 to a new vector
  67635. * @returns the new Vector3
  67636. */
  67637. normalizeToNew(): Vector3;
  67638. /**
  67639. * Normalize the current Vector3 to the reference
  67640. * @param reference define the Vector3 to update
  67641. * @returns the updated Vector3
  67642. */
  67643. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  67644. /**
  67645. * Creates a new Vector3 copied from the current Vector3
  67646. * @returns the new Vector3
  67647. */
  67648. clone(): Vector3;
  67649. /**
  67650. * Copies the given vector coordinates to the current Vector3 ones
  67651. * @param source defines the source Vector3
  67652. * @returns the current updated Vector3
  67653. */
  67654. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  67655. /**
  67656. * Copies the given floats to the current Vector3 coordinates
  67657. * @param x defines the x coordinate of the operand
  67658. * @param y defines the y coordinate of the operand
  67659. * @param z defines the z coordinate of the operand
  67660. * @returns the current updated Vector3
  67661. */
  67662. copyFromFloats(x: number, y: number, z: number): Vector3;
  67663. /**
  67664. * Copies the given floats to the current Vector3 coordinates
  67665. * @param x defines the x coordinate of the operand
  67666. * @param y defines the y coordinate of the operand
  67667. * @param z defines the z coordinate of the operand
  67668. * @returns the current updated Vector3
  67669. */
  67670. set(x: number, y: number, z: number): Vector3;
  67671. /**
  67672. * Copies the given float to the current Vector3 coordinates
  67673. * @param v defines the x, y and z coordinates of the operand
  67674. * @returns the current updated Vector3
  67675. */
  67676. setAll(v: number): Vector3;
  67677. /**
  67678. * Get the clip factor between two vectors
  67679. * @param vector0 defines the first operand
  67680. * @param vector1 defines the second operand
  67681. * @param axis defines the axis to use
  67682. * @param size defines the size along the axis
  67683. * @returns the clip factor
  67684. */
  67685. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  67686. /**
  67687. * Get angle between two vectors
  67688. * @param vector0 angle between vector0 and vector1
  67689. * @param vector1 angle between vector0 and vector1
  67690. * @param normal direction of the normal
  67691. * @return the angle between vector0 and vector1
  67692. */
  67693. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  67694. /**
  67695. * Returns a new Vector3 set from the index "offset" of the given array
  67696. * @param array defines the source array
  67697. * @param offset defines the offset in the source array
  67698. * @returns the new Vector3
  67699. */
  67700. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  67701. /**
  67702. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  67703. * This function is deprecated. Use FromArray instead
  67704. * @param array defines the source array
  67705. * @param offset defines the offset in the source array
  67706. * @returns the new Vector3
  67707. */
  67708. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  67709. /**
  67710. * Sets the given vector "result" with the element values from the index "offset" of the given array
  67711. * @param array defines the source array
  67712. * @param offset defines the offset in the source array
  67713. * @param result defines the Vector3 where to store the result
  67714. */
  67715. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  67716. /**
  67717. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  67718. * This function is deprecated. Use FromArrayToRef instead.
  67719. * @param array defines the source array
  67720. * @param offset defines the offset in the source array
  67721. * @param result defines the Vector3 where to store the result
  67722. */
  67723. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  67724. /**
  67725. * Sets the given vector "result" with the given floats.
  67726. * @param x defines the x coordinate of the source
  67727. * @param y defines the y coordinate of the source
  67728. * @param z defines the z coordinate of the source
  67729. * @param result defines the Vector3 where to store the result
  67730. */
  67731. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  67732. /**
  67733. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  67734. * @returns a new empty Vector3
  67735. */
  67736. static Zero(): Vector3;
  67737. /**
  67738. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  67739. * @returns a new unit Vector3
  67740. */
  67741. static One(): Vector3;
  67742. /**
  67743. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  67744. * @returns a new up Vector3
  67745. */
  67746. static Up(): Vector3;
  67747. /**
  67748. * Gets a up Vector3 that must not be updated
  67749. */
  67750. static readonly UpReadOnly: DeepImmutable<Vector3>;
  67751. /**
  67752. * Gets a zero Vector3 that must not be updated
  67753. */
  67754. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  67755. /**
  67756. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  67757. * @returns a new down Vector3
  67758. */
  67759. static Down(): Vector3;
  67760. /**
  67761. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  67762. * @returns a new forward Vector3
  67763. */
  67764. static Forward(): Vector3;
  67765. /**
  67766. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  67767. * @returns a new forward Vector3
  67768. */
  67769. static Backward(): Vector3;
  67770. /**
  67771. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  67772. * @returns a new right Vector3
  67773. */
  67774. static Right(): Vector3;
  67775. /**
  67776. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  67777. * @returns a new left Vector3
  67778. */
  67779. static Left(): Vector3;
  67780. /**
  67781. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  67782. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67783. * @param vector defines the Vector3 to transform
  67784. * @param transformation defines the transformation matrix
  67785. * @returns the transformed Vector3
  67786. */
  67787. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67788. /**
  67789. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  67790. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67791. * @param vector defines the Vector3 to transform
  67792. * @param transformation defines the transformation matrix
  67793. * @param result defines the Vector3 where to store the result
  67794. */
  67795. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67796. /**
  67797. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  67798. * This method computes tranformed coordinates only, not transformed direction vectors
  67799. * @param x define the x coordinate of the source vector
  67800. * @param y define the y coordinate of the source vector
  67801. * @param z define the z coordinate of the source vector
  67802. * @param transformation defines the transformation matrix
  67803. * @param result defines the Vector3 where to store the result
  67804. */
  67805. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67806. /**
  67807. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  67808. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67809. * @param vector defines the Vector3 to transform
  67810. * @param transformation defines the transformation matrix
  67811. * @returns the new Vector3
  67812. */
  67813. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67814. /**
  67815. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  67816. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67817. * @param vector defines the Vector3 to transform
  67818. * @param transformation defines the transformation matrix
  67819. * @param result defines the Vector3 where to store the result
  67820. */
  67821. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67822. /**
  67823. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  67824. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67825. * @param x define the x coordinate of the source vector
  67826. * @param y define the y coordinate of the source vector
  67827. * @param z define the z coordinate of the source vector
  67828. * @param transformation defines the transformation matrix
  67829. * @param result defines the Vector3 where to store the result
  67830. */
  67831. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67832. /**
  67833. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  67834. * @param value1 defines the first control point
  67835. * @param value2 defines the second control point
  67836. * @param value3 defines the third control point
  67837. * @param value4 defines the fourth control point
  67838. * @param amount defines the amount on the spline to use
  67839. * @returns the new Vector3
  67840. */
  67841. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  67842. /**
  67843. * 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"
  67844. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  67845. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  67846. * @param value defines the current value
  67847. * @param min defines the lower range value
  67848. * @param max defines the upper range value
  67849. * @returns the new Vector3
  67850. */
  67851. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  67852. /**
  67853. * 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"
  67854. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  67855. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  67856. * @param value defines the current value
  67857. * @param min defines the lower range value
  67858. * @param max defines the upper range value
  67859. * @param result defines the Vector3 where to store the result
  67860. */
  67861. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  67862. /**
  67863. * Checks if a given vector is inside a specific range
  67864. * @param v defines the vector to test
  67865. * @param min defines the minimum range
  67866. * @param max defines the maximum range
  67867. */
  67868. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  67869. /**
  67870. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  67871. * @param value1 defines the first control point
  67872. * @param tangent1 defines the first tangent vector
  67873. * @param value2 defines the second control point
  67874. * @param tangent2 defines the second tangent vector
  67875. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  67876. * @returns the new Vector3
  67877. */
  67878. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  67879. /**
  67880. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  67881. * @param start defines the start value
  67882. * @param end defines the end value
  67883. * @param amount max defines amount between both (between 0 and 1)
  67884. * @returns the new Vector3
  67885. */
  67886. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  67887. /**
  67888. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  67889. * @param start defines the start value
  67890. * @param end defines the end value
  67891. * @param amount max defines amount between both (between 0 and 1)
  67892. * @param result defines the Vector3 where to store the result
  67893. */
  67894. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  67895. /**
  67896. * Returns the dot product (float) between the vectors "left" and "right"
  67897. * @param left defines the left operand
  67898. * @param right defines the right operand
  67899. * @returns the dot product
  67900. */
  67901. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  67902. /**
  67903. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  67904. * The cross product is then orthogonal to both "left" and "right"
  67905. * @param left defines the left operand
  67906. * @param right defines the right operand
  67907. * @returns the cross product
  67908. */
  67909. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67910. /**
  67911. * Sets the given vector "result" with the cross product of "left" and "right"
  67912. * The cross product is then orthogonal to both "left" and "right"
  67913. * @param left defines the left operand
  67914. * @param right defines the right operand
  67915. * @param result defines the Vector3 where to store the result
  67916. */
  67917. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  67918. /**
  67919. * Returns a new Vector3 as the normalization of the given vector
  67920. * @param vector defines the Vector3 to normalize
  67921. * @returns the new Vector3
  67922. */
  67923. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  67924. /**
  67925. * Sets the given vector "result" with the normalization of the given first vector
  67926. * @param vector defines the Vector3 to normalize
  67927. * @param result defines the Vector3 where to store the result
  67928. */
  67929. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  67930. /**
  67931. * Project a Vector3 onto screen space
  67932. * @param vector defines the Vector3 to project
  67933. * @param world defines the world matrix to use
  67934. * @param transform defines the transform (view x projection) matrix to use
  67935. * @param viewport defines the screen viewport to use
  67936. * @returns the new Vector3
  67937. */
  67938. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  67939. /** @hidden */
  67940. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  67941. /**
  67942. * Unproject from screen space to object space
  67943. * @param source defines the screen space Vector3 to use
  67944. * @param viewportWidth defines the current width of the viewport
  67945. * @param viewportHeight defines the current height of the viewport
  67946. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67947. * @param transform defines the transform (view x projection) matrix to use
  67948. * @returns the new Vector3
  67949. */
  67950. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  67951. /**
  67952. * Unproject from screen space to object space
  67953. * @param source defines the screen space Vector3 to use
  67954. * @param viewportWidth defines the current width of the viewport
  67955. * @param viewportHeight defines the current height of the viewport
  67956. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67957. * @param view defines the view matrix to use
  67958. * @param projection defines the projection matrix to use
  67959. * @returns the new Vector3
  67960. */
  67961. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  67962. /**
  67963. * Unproject from screen space to object space
  67964. * @param source defines the screen space Vector3 to use
  67965. * @param viewportWidth defines the current width of the viewport
  67966. * @param viewportHeight defines the current height of the viewport
  67967. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67968. * @param view defines the view matrix to use
  67969. * @param projection defines the projection matrix to use
  67970. * @param result defines the Vector3 where to store the result
  67971. */
  67972. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  67973. /**
  67974. * Unproject from screen space to object space
  67975. * @param sourceX defines the screen space x coordinate to use
  67976. * @param sourceY defines the screen space y coordinate to use
  67977. * @param sourceZ defines the screen space z coordinate to use
  67978. * @param viewportWidth defines the current width of the viewport
  67979. * @param viewportHeight defines the current height of the viewport
  67980. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67981. * @param view defines the view matrix to use
  67982. * @param projection defines the projection matrix to use
  67983. * @param result defines the Vector3 where to store the result
  67984. */
  67985. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  67986. /**
  67987. * Gets the minimal coordinate values between two Vector3
  67988. * @param left defines the first operand
  67989. * @param right defines the second operand
  67990. * @returns the new Vector3
  67991. */
  67992. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67993. /**
  67994. * Gets the maximal coordinate values between two Vector3
  67995. * @param left defines the first operand
  67996. * @param right defines the second operand
  67997. * @returns the new Vector3
  67998. */
  67999. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  68000. /**
  68001. * Returns the distance between the vectors "value1" and "value2"
  68002. * @param value1 defines the first operand
  68003. * @param value2 defines the second operand
  68004. * @returns the distance
  68005. */
  68006. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  68007. /**
  68008. * Returns the squared distance between the vectors "value1" and "value2"
  68009. * @param value1 defines the first operand
  68010. * @param value2 defines the second operand
  68011. * @returns the squared distance
  68012. */
  68013. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  68014. /**
  68015. * Returns a new Vector3 located at the center between "value1" and "value2"
  68016. * @param value1 defines the first operand
  68017. * @param value2 defines the second operand
  68018. * @returns the new Vector3
  68019. */
  68020. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  68021. /**
  68022. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  68023. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  68024. * to something in order to rotate it from its local system to the given target system
  68025. * Note: axis1, axis2 and axis3 are normalized during this operation
  68026. * @param axis1 defines the first axis
  68027. * @param axis2 defines the second axis
  68028. * @param axis3 defines the third axis
  68029. * @returns a new Vector3
  68030. */
  68031. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  68032. /**
  68033. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  68034. * @param axis1 defines the first axis
  68035. * @param axis2 defines the second axis
  68036. * @param axis3 defines the third axis
  68037. * @param ref defines the Vector3 where to store the result
  68038. */
  68039. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  68040. }
  68041. /**
  68042. * Vector4 class created for EulerAngle class conversion to Quaternion
  68043. */
  68044. export class Vector4 {
  68045. /** x value of the vector */
  68046. x: number;
  68047. /** y value of the vector */
  68048. y: number;
  68049. /** z value of the vector */
  68050. z: number;
  68051. /** w value of the vector */
  68052. w: number;
  68053. /**
  68054. * Creates a Vector4 object from the given floats.
  68055. * @param x x value of the vector
  68056. * @param y y value of the vector
  68057. * @param z z value of the vector
  68058. * @param w w value of the vector
  68059. */
  68060. constructor(
  68061. /** x value of the vector */
  68062. x: number,
  68063. /** y value of the vector */
  68064. y: number,
  68065. /** z value of the vector */
  68066. z: number,
  68067. /** w value of the vector */
  68068. w: number);
  68069. /**
  68070. * Returns the string with the Vector4 coordinates.
  68071. * @returns a string containing all the vector values
  68072. */
  68073. toString(): string;
  68074. /**
  68075. * Returns the string "Vector4".
  68076. * @returns "Vector4"
  68077. */
  68078. getClassName(): string;
  68079. /**
  68080. * Returns the Vector4 hash code.
  68081. * @returns a unique hash code
  68082. */
  68083. getHashCode(): number;
  68084. /**
  68085. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  68086. * @returns the resulting array
  68087. */
  68088. asArray(): number[];
  68089. /**
  68090. * Populates the given array from the given index with the Vector4 coordinates.
  68091. * @param array array to populate
  68092. * @param index index of the array to start at (default: 0)
  68093. * @returns the Vector4.
  68094. */
  68095. toArray(array: FloatArray, index?: number): Vector4;
  68096. /**
  68097. * Adds the given vector to the current Vector4.
  68098. * @param otherVector the vector to add
  68099. * @returns the updated Vector4.
  68100. */
  68101. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68102. /**
  68103. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  68104. * @param otherVector the vector to add
  68105. * @returns the resulting vector
  68106. */
  68107. add(otherVector: DeepImmutable<Vector4>): Vector4;
  68108. /**
  68109. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  68110. * @param otherVector the vector to add
  68111. * @param result the vector to store the result
  68112. * @returns the current Vector4.
  68113. */
  68114. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68115. /**
  68116. * Subtract in place the given vector from the current Vector4.
  68117. * @param otherVector the vector to subtract
  68118. * @returns the updated Vector4.
  68119. */
  68120. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68121. /**
  68122. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  68123. * @param otherVector the vector to add
  68124. * @returns the new vector with the result
  68125. */
  68126. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  68127. /**
  68128. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  68129. * @param otherVector the vector to subtract
  68130. * @param result the vector to store the result
  68131. * @returns the current Vector4.
  68132. */
  68133. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68134. /**
  68135. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68136. */
  68137. /**
  68138. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68139. * @param x value to subtract
  68140. * @param y value to subtract
  68141. * @param z value to subtract
  68142. * @param w value to subtract
  68143. * @returns new vector containing the result
  68144. */
  68145. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  68146. /**
  68147. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68148. * @param x value to subtract
  68149. * @param y value to subtract
  68150. * @param z value to subtract
  68151. * @param w value to subtract
  68152. * @param result the vector to store the result in
  68153. * @returns the current Vector4.
  68154. */
  68155. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  68156. /**
  68157. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  68158. * @returns a new vector with the negated values
  68159. */
  68160. negate(): Vector4;
  68161. /**
  68162. * Multiplies the current Vector4 coordinates by scale (float).
  68163. * @param scale the number to scale with
  68164. * @returns the updated Vector4.
  68165. */
  68166. scaleInPlace(scale: number): Vector4;
  68167. /**
  68168. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  68169. * @param scale the number to scale with
  68170. * @returns a new vector with the result
  68171. */
  68172. scale(scale: number): Vector4;
  68173. /**
  68174. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  68175. * @param scale the number to scale with
  68176. * @param result a vector to store the result in
  68177. * @returns the current Vector4.
  68178. */
  68179. scaleToRef(scale: number, result: Vector4): Vector4;
  68180. /**
  68181. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  68182. * @param scale defines the scale factor
  68183. * @param result defines the Vector4 object where to store the result
  68184. * @returns the unmodified current Vector4
  68185. */
  68186. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  68187. /**
  68188. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  68189. * @param otherVector the vector to compare against
  68190. * @returns true if they are equal
  68191. */
  68192. equals(otherVector: DeepImmutable<Vector4>): boolean;
  68193. /**
  68194. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  68195. * @param otherVector vector to compare against
  68196. * @param epsilon (Default: very small number)
  68197. * @returns true if they are equal
  68198. */
  68199. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  68200. /**
  68201. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  68202. * @param x x value to compare against
  68203. * @param y y value to compare against
  68204. * @param z z value to compare against
  68205. * @param w w value to compare against
  68206. * @returns true if equal
  68207. */
  68208. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  68209. /**
  68210. * Multiplies in place the current Vector4 by the given one.
  68211. * @param otherVector vector to multiple with
  68212. * @returns the updated Vector4.
  68213. */
  68214. multiplyInPlace(otherVector: Vector4): Vector4;
  68215. /**
  68216. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  68217. * @param otherVector vector to multiple with
  68218. * @returns resulting new vector
  68219. */
  68220. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  68221. /**
  68222. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  68223. * @param otherVector vector to multiple with
  68224. * @param result vector to store the result
  68225. * @returns the current Vector4.
  68226. */
  68227. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68228. /**
  68229. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  68230. * @param x x value multiply with
  68231. * @param y y value multiply with
  68232. * @param z z value multiply with
  68233. * @param w w value multiply with
  68234. * @returns resulting new vector
  68235. */
  68236. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  68237. /**
  68238. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  68239. * @param otherVector vector to devide with
  68240. * @returns resulting new vector
  68241. */
  68242. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  68243. /**
  68244. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  68245. * @param otherVector vector to devide with
  68246. * @param result vector to store the result
  68247. * @returns the current Vector4.
  68248. */
  68249. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68250. /**
  68251. * Divides the current Vector3 coordinates by the given ones.
  68252. * @param otherVector vector to devide with
  68253. * @returns the updated Vector3.
  68254. */
  68255. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68256. /**
  68257. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  68258. * @param other defines the second operand
  68259. * @returns the current updated Vector4
  68260. */
  68261. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  68262. /**
  68263. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  68264. * @param other defines the second operand
  68265. * @returns the current updated Vector4
  68266. */
  68267. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  68268. /**
  68269. * Gets a new Vector4 from current Vector4 floored values
  68270. * @returns a new Vector4
  68271. */
  68272. floor(): Vector4;
  68273. /**
  68274. * Gets a new Vector4 from current Vector3 floored values
  68275. * @returns a new Vector4
  68276. */
  68277. fract(): Vector4;
  68278. /**
  68279. * Returns the Vector4 length (float).
  68280. * @returns the length
  68281. */
  68282. length(): number;
  68283. /**
  68284. * Returns the Vector4 squared length (float).
  68285. * @returns the length squared
  68286. */
  68287. lengthSquared(): number;
  68288. /**
  68289. * Normalizes in place the Vector4.
  68290. * @returns the updated Vector4.
  68291. */
  68292. normalize(): Vector4;
  68293. /**
  68294. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  68295. * @returns this converted to a new vector3
  68296. */
  68297. toVector3(): Vector3;
  68298. /**
  68299. * Returns a new Vector4 copied from the current one.
  68300. * @returns the new cloned vector
  68301. */
  68302. clone(): Vector4;
  68303. /**
  68304. * Updates the current Vector4 with the given one coordinates.
  68305. * @param source the source vector to copy from
  68306. * @returns the updated Vector4.
  68307. */
  68308. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  68309. /**
  68310. * Updates the current Vector4 coordinates with the given floats.
  68311. * @param x float to copy from
  68312. * @param y float to copy from
  68313. * @param z float to copy from
  68314. * @param w float to copy from
  68315. * @returns the updated Vector4.
  68316. */
  68317. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  68318. /**
  68319. * Updates the current Vector4 coordinates with the given floats.
  68320. * @param x float to set from
  68321. * @param y float to set from
  68322. * @param z float to set from
  68323. * @param w float to set from
  68324. * @returns the updated Vector4.
  68325. */
  68326. set(x: number, y: number, z: number, w: number): Vector4;
  68327. /**
  68328. * Copies the given float to the current Vector3 coordinates
  68329. * @param v defines the x, y, z and w coordinates of the operand
  68330. * @returns the current updated Vector3
  68331. */
  68332. setAll(v: number): Vector4;
  68333. /**
  68334. * Returns a new Vector4 set from the starting index of the given array.
  68335. * @param array the array to pull values from
  68336. * @param offset the offset into the array to start at
  68337. * @returns the new vector
  68338. */
  68339. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  68340. /**
  68341. * Updates the given vector "result" from the starting index of the given array.
  68342. * @param array the array to pull values from
  68343. * @param offset the offset into the array to start at
  68344. * @param result the vector to store the result in
  68345. */
  68346. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  68347. /**
  68348. * Updates the given vector "result" from the starting index of the given Float32Array.
  68349. * @param array the array to pull values from
  68350. * @param offset the offset into the array to start at
  68351. * @param result the vector to store the result in
  68352. */
  68353. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  68354. /**
  68355. * Updates the given vector "result" coordinates from the given floats.
  68356. * @param x float to set from
  68357. * @param y float to set from
  68358. * @param z float to set from
  68359. * @param w float to set from
  68360. * @param result the vector to the floats in
  68361. */
  68362. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  68363. /**
  68364. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  68365. * @returns the new vector
  68366. */
  68367. static Zero(): Vector4;
  68368. /**
  68369. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  68370. * @returns the new vector
  68371. */
  68372. static One(): Vector4;
  68373. /**
  68374. * Returns a new normalized Vector4 from the given one.
  68375. * @param vector the vector to normalize
  68376. * @returns the vector
  68377. */
  68378. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  68379. /**
  68380. * Updates the given vector "result" from the normalization of the given one.
  68381. * @param vector the vector to normalize
  68382. * @param result the vector to store the result in
  68383. */
  68384. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  68385. /**
  68386. * Returns a vector with the minimum values from the left and right vectors
  68387. * @param left left vector to minimize
  68388. * @param right right vector to minimize
  68389. * @returns a new vector with the minimum of the left and right vector values
  68390. */
  68391. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  68392. /**
  68393. * Returns a vector with the maximum values from the left and right vectors
  68394. * @param left left vector to maximize
  68395. * @param right right vector to maximize
  68396. * @returns a new vector with the maximum of the left and right vector values
  68397. */
  68398. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  68399. /**
  68400. * Returns the distance (float) between the vectors "value1" and "value2".
  68401. * @param value1 value to calulate the distance between
  68402. * @param value2 value to calulate the distance between
  68403. * @return the distance between the two vectors
  68404. */
  68405. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  68406. /**
  68407. * Returns the squared distance (float) between the vectors "value1" and "value2".
  68408. * @param value1 value to calulate the distance between
  68409. * @param value2 value to calulate the distance between
  68410. * @return the distance between the two vectors squared
  68411. */
  68412. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  68413. /**
  68414. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  68415. * @param value1 value to calulate the center between
  68416. * @param value2 value to calulate the center between
  68417. * @return the center between the two vectors
  68418. */
  68419. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  68420. /**
  68421. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  68422. * This methods computes transformed normalized direction vectors only.
  68423. * @param vector the vector to transform
  68424. * @param transformation the transformation matrix to apply
  68425. * @returns the new vector
  68426. */
  68427. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  68428. /**
  68429. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  68430. * This methods computes transformed normalized direction vectors only.
  68431. * @param vector the vector to transform
  68432. * @param transformation the transformation matrix to apply
  68433. * @param result the vector to store the result in
  68434. */
  68435. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  68436. /**
  68437. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  68438. * This methods computes transformed normalized direction vectors only.
  68439. * @param x value to transform
  68440. * @param y value to transform
  68441. * @param z value to transform
  68442. * @param w value to transform
  68443. * @param transformation the transformation matrix to apply
  68444. * @param result the vector to store the results in
  68445. */
  68446. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  68447. /**
  68448. * Creates a new Vector4 from a Vector3
  68449. * @param source defines the source data
  68450. * @param w defines the 4th component (default is 0)
  68451. * @returns a new Vector4
  68452. */
  68453. static FromVector3(source: Vector3, w?: number): Vector4;
  68454. }
  68455. /**
  68456. * Class used to store quaternion data
  68457. * @see https://en.wikipedia.org/wiki/Quaternion
  68458. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  68459. */
  68460. export class Quaternion {
  68461. /** defines the first component (0 by default) */
  68462. x: number;
  68463. /** defines the second component (0 by default) */
  68464. y: number;
  68465. /** defines the third component (0 by default) */
  68466. z: number;
  68467. /** defines the fourth component (1.0 by default) */
  68468. w: number;
  68469. /**
  68470. * Creates a new Quaternion from the given floats
  68471. * @param x defines the first component (0 by default)
  68472. * @param y defines the second component (0 by default)
  68473. * @param z defines the third component (0 by default)
  68474. * @param w defines the fourth component (1.0 by default)
  68475. */
  68476. constructor(
  68477. /** defines the first component (0 by default) */
  68478. x?: number,
  68479. /** defines the second component (0 by default) */
  68480. y?: number,
  68481. /** defines the third component (0 by default) */
  68482. z?: number,
  68483. /** defines the fourth component (1.0 by default) */
  68484. w?: number);
  68485. /**
  68486. * Gets a string representation for the current quaternion
  68487. * @returns a string with the Quaternion coordinates
  68488. */
  68489. toString(): string;
  68490. /**
  68491. * Gets the class name of the quaternion
  68492. * @returns the string "Quaternion"
  68493. */
  68494. getClassName(): string;
  68495. /**
  68496. * Gets a hash code for this quaternion
  68497. * @returns the quaternion hash code
  68498. */
  68499. getHashCode(): number;
  68500. /**
  68501. * Copy the quaternion to an array
  68502. * @returns a new array populated with 4 elements from the quaternion coordinates
  68503. */
  68504. asArray(): number[];
  68505. /**
  68506. * Check if two quaternions are equals
  68507. * @param otherQuaternion defines the second operand
  68508. * @return true if the current quaternion and the given one coordinates are strictly equals
  68509. */
  68510. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  68511. /**
  68512. * Clone the current quaternion
  68513. * @returns a new quaternion copied from the current one
  68514. */
  68515. clone(): Quaternion;
  68516. /**
  68517. * Copy a quaternion to the current one
  68518. * @param other defines the other quaternion
  68519. * @returns the updated current quaternion
  68520. */
  68521. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  68522. /**
  68523. * Updates the current quaternion with the given float coordinates
  68524. * @param x defines the x coordinate
  68525. * @param y defines the y coordinate
  68526. * @param z defines the z coordinate
  68527. * @param w defines the w coordinate
  68528. * @returns the updated current quaternion
  68529. */
  68530. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  68531. /**
  68532. * Updates the current quaternion from the given float coordinates
  68533. * @param x defines the x coordinate
  68534. * @param y defines the y coordinate
  68535. * @param z defines the z coordinate
  68536. * @param w defines the w coordinate
  68537. * @returns the updated current quaternion
  68538. */
  68539. set(x: number, y: number, z: number, w: number): Quaternion;
  68540. /**
  68541. * Adds two quaternions
  68542. * @param other defines the second operand
  68543. * @returns a new quaternion as the addition result of the given one and the current quaternion
  68544. */
  68545. add(other: DeepImmutable<Quaternion>): Quaternion;
  68546. /**
  68547. * Add a quaternion to the current one
  68548. * @param other defines the quaternion to add
  68549. * @returns the current quaternion
  68550. */
  68551. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  68552. /**
  68553. * Subtract two quaternions
  68554. * @param other defines the second operand
  68555. * @returns a new quaternion as the subtraction result of the given one from the current one
  68556. */
  68557. subtract(other: Quaternion): Quaternion;
  68558. /**
  68559. * Multiplies the current quaternion by a scale factor
  68560. * @param value defines the scale factor
  68561. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  68562. */
  68563. scale(value: number): Quaternion;
  68564. /**
  68565. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  68566. * @param scale defines the scale factor
  68567. * @param result defines the Quaternion object where to store the result
  68568. * @returns the unmodified current quaternion
  68569. */
  68570. scaleToRef(scale: number, result: Quaternion): Quaternion;
  68571. /**
  68572. * Multiplies in place the current quaternion by a scale factor
  68573. * @param value defines the scale factor
  68574. * @returns the current modified quaternion
  68575. */
  68576. scaleInPlace(value: number): Quaternion;
  68577. /**
  68578. * Scale the current quaternion values by a factor and add the result to a given quaternion
  68579. * @param scale defines the scale factor
  68580. * @param result defines the Quaternion object where to store the result
  68581. * @returns the unmodified current quaternion
  68582. */
  68583. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  68584. /**
  68585. * Multiplies two quaternions
  68586. * @param q1 defines the second operand
  68587. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  68588. */
  68589. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  68590. /**
  68591. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  68592. * @param q1 defines the second operand
  68593. * @param result defines the target quaternion
  68594. * @returns the current quaternion
  68595. */
  68596. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  68597. /**
  68598. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  68599. * @param q1 defines the second operand
  68600. * @returns the currentupdated quaternion
  68601. */
  68602. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  68603. /**
  68604. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  68605. * @param ref defines the target quaternion
  68606. * @returns the current quaternion
  68607. */
  68608. conjugateToRef(ref: Quaternion): Quaternion;
  68609. /**
  68610. * Conjugates in place (1-q) the current quaternion
  68611. * @returns the current updated quaternion
  68612. */
  68613. conjugateInPlace(): Quaternion;
  68614. /**
  68615. * Conjugates in place (1-q) the current quaternion
  68616. * @returns a new quaternion
  68617. */
  68618. conjugate(): Quaternion;
  68619. /**
  68620. * Gets length of current quaternion
  68621. * @returns the quaternion length (float)
  68622. */
  68623. length(): number;
  68624. /**
  68625. * Normalize in place the current quaternion
  68626. * @returns the current updated quaternion
  68627. */
  68628. normalize(): Quaternion;
  68629. /**
  68630. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  68631. * @param order is a reserved parameter and is ignore for now
  68632. * @returns a new Vector3 containing the Euler angles
  68633. */
  68634. toEulerAngles(order?: string): Vector3;
  68635. /**
  68636. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  68637. * @param result defines the vector which will be filled with the Euler angles
  68638. * @param order is a reserved parameter and is ignore for now
  68639. * @returns the current unchanged quaternion
  68640. */
  68641. toEulerAnglesToRef(result: Vector3): Quaternion;
  68642. /**
  68643. * Updates the given rotation matrix with the current quaternion values
  68644. * @param result defines the target matrix
  68645. * @returns the current unchanged quaternion
  68646. */
  68647. toRotationMatrix(result: Matrix): Quaternion;
  68648. /**
  68649. * Updates the current quaternion from the given rotation matrix values
  68650. * @param matrix defines the source matrix
  68651. * @returns the current updated quaternion
  68652. */
  68653. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  68654. /**
  68655. * Creates a new quaternion from a rotation matrix
  68656. * @param matrix defines the source matrix
  68657. * @returns a new quaternion created from the given rotation matrix values
  68658. */
  68659. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  68660. /**
  68661. * Updates the given quaternion with the given rotation matrix values
  68662. * @param matrix defines the source matrix
  68663. * @param result defines the target quaternion
  68664. */
  68665. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  68666. /**
  68667. * Returns the dot product (float) between the quaternions "left" and "right"
  68668. * @param left defines the left operand
  68669. * @param right defines the right operand
  68670. * @returns the dot product
  68671. */
  68672. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  68673. /**
  68674. * Checks if the two quaternions are close to each other
  68675. * @param quat0 defines the first quaternion to check
  68676. * @param quat1 defines the second quaternion to check
  68677. * @returns true if the two quaternions are close to each other
  68678. */
  68679. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  68680. /**
  68681. * Creates an empty quaternion
  68682. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  68683. */
  68684. static Zero(): Quaternion;
  68685. /**
  68686. * Inverse a given quaternion
  68687. * @param q defines the source quaternion
  68688. * @returns a new quaternion as the inverted current quaternion
  68689. */
  68690. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  68691. /**
  68692. * Inverse a given quaternion
  68693. * @param q defines the source quaternion
  68694. * @param result the quaternion the result will be stored in
  68695. * @returns the result quaternion
  68696. */
  68697. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  68698. /**
  68699. * Creates an identity quaternion
  68700. * @returns the identity quaternion
  68701. */
  68702. static Identity(): Quaternion;
  68703. /**
  68704. * Gets a boolean indicating if the given quaternion is identity
  68705. * @param quaternion defines the quaternion to check
  68706. * @returns true if the quaternion is identity
  68707. */
  68708. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  68709. /**
  68710. * Creates a quaternion from a rotation around an axis
  68711. * @param axis defines the axis to use
  68712. * @param angle defines the angle to use
  68713. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  68714. */
  68715. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  68716. /**
  68717. * Creates a rotation around an axis and stores it into the given quaternion
  68718. * @param axis defines the axis to use
  68719. * @param angle defines the angle to use
  68720. * @param result defines the target quaternion
  68721. * @returns the target quaternion
  68722. */
  68723. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  68724. /**
  68725. * Creates a new quaternion from data stored into an array
  68726. * @param array defines the data source
  68727. * @param offset defines the offset in the source array where the data starts
  68728. * @returns a new quaternion
  68729. */
  68730. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  68731. /**
  68732. * Create a quaternion from Euler rotation angles
  68733. * @param x Pitch
  68734. * @param y Yaw
  68735. * @param z Roll
  68736. * @returns the new Quaternion
  68737. */
  68738. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  68739. /**
  68740. * Updates a quaternion from Euler rotation angles
  68741. * @param x Pitch
  68742. * @param y Yaw
  68743. * @param z Roll
  68744. * @param result the quaternion to store the result
  68745. * @returns the updated quaternion
  68746. */
  68747. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  68748. /**
  68749. * Create a quaternion from Euler rotation vector
  68750. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68751. * @returns the new Quaternion
  68752. */
  68753. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  68754. /**
  68755. * Updates a quaternion from Euler rotation vector
  68756. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68757. * @param result the quaternion to store the result
  68758. * @returns the updated quaternion
  68759. */
  68760. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  68761. /**
  68762. * Creates a new quaternion from the given Euler float angles (y, x, z)
  68763. * @param yaw defines the rotation around Y axis
  68764. * @param pitch defines the rotation around X axis
  68765. * @param roll defines the rotation around Z axis
  68766. * @returns the new quaternion
  68767. */
  68768. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  68769. /**
  68770. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  68771. * @param yaw defines the rotation around Y axis
  68772. * @param pitch defines the rotation around X axis
  68773. * @param roll defines the rotation around Z axis
  68774. * @param result defines the target quaternion
  68775. */
  68776. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  68777. /**
  68778. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  68779. * @param alpha defines the rotation around first axis
  68780. * @param beta defines the rotation around second axis
  68781. * @param gamma defines the rotation around third axis
  68782. * @returns the new quaternion
  68783. */
  68784. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  68785. /**
  68786. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  68787. * @param alpha defines the rotation around first axis
  68788. * @param beta defines the rotation around second axis
  68789. * @param gamma defines the rotation around third axis
  68790. * @param result defines the target quaternion
  68791. */
  68792. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  68793. /**
  68794. * 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)
  68795. * @param axis1 defines the first axis
  68796. * @param axis2 defines the second axis
  68797. * @param axis3 defines the third axis
  68798. * @returns the new quaternion
  68799. */
  68800. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  68801. /**
  68802. * 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
  68803. * @param axis1 defines the first axis
  68804. * @param axis2 defines the second axis
  68805. * @param axis3 defines the third axis
  68806. * @param ref defines the target quaternion
  68807. */
  68808. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  68809. /**
  68810. * Interpolates between two quaternions
  68811. * @param left defines first quaternion
  68812. * @param right defines second quaternion
  68813. * @param amount defines the gradient to use
  68814. * @returns the new interpolated quaternion
  68815. */
  68816. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  68817. /**
  68818. * Interpolates between two quaternions and stores it into a target quaternion
  68819. * @param left defines first quaternion
  68820. * @param right defines second quaternion
  68821. * @param amount defines the gradient to use
  68822. * @param result defines the target quaternion
  68823. */
  68824. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  68825. /**
  68826. * Interpolate between two quaternions using Hermite interpolation
  68827. * @param value1 defines first quaternion
  68828. * @param tangent1 defines the incoming tangent
  68829. * @param value2 defines second quaternion
  68830. * @param tangent2 defines the outgoing tangent
  68831. * @param amount defines the target quaternion
  68832. * @returns the new interpolated quaternion
  68833. */
  68834. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  68835. }
  68836. /**
  68837. * Class used to store matrix data (4x4)
  68838. */
  68839. export class Matrix {
  68840. private static _updateFlagSeed;
  68841. private static _identityReadOnly;
  68842. private _isIdentity;
  68843. private _isIdentityDirty;
  68844. private _isIdentity3x2;
  68845. private _isIdentity3x2Dirty;
  68846. /**
  68847. * Gets the update flag of the matrix which is an unique number for the matrix.
  68848. * It will be incremented every time the matrix data change.
  68849. * You can use it to speed the comparison between two versions of the same matrix.
  68850. */
  68851. updateFlag: number;
  68852. private readonly _m;
  68853. /**
  68854. * Gets the internal data of the matrix
  68855. */
  68856. readonly m: DeepImmutable<Float32Array>;
  68857. /** @hidden */
  68858. _markAsUpdated(): void;
  68859. /** @hidden */
  68860. private _updateIdentityStatus;
  68861. /**
  68862. * Creates an empty matrix (filled with zeros)
  68863. */
  68864. constructor();
  68865. /**
  68866. * Check if the current matrix is identity
  68867. * @returns true is the matrix is the identity matrix
  68868. */
  68869. isIdentity(): boolean;
  68870. /**
  68871. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  68872. * @returns true is the matrix is the identity matrix
  68873. */
  68874. isIdentityAs3x2(): boolean;
  68875. /**
  68876. * Gets the determinant of the matrix
  68877. * @returns the matrix determinant
  68878. */
  68879. determinant(): number;
  68880. /**
  68881. * Returns the matrix as a Float32Array
  68882. * @returns the matrix underlying array
  68883. */
  68884. toArray(): DeepImmutable<Float32Array>;
  68885. /**
  68886. * Returns the matrix as a Float32Array
  68887. * @returns the matrix underlying array.
  68888. */
  68889. asArray(): DeepImmutable<Float32Array>;
  68890. /**
  68891. * Inverts the current matrix in place
  68892. * @returns the current inverted matrix
  68893. */
  68894. invert(): Matrix;
  68895. /**
  68896. * Sets all the matrix elements to zero
  68897. * @returns the current matrix
  68898. */
  68899. reset(): Matrix;
  68900. /**
  68901. * Adds the current matrix with a second one
  68902. * @param other defines the matrix to add
  68903. * @returns a new matrix as the addition of the current matrix and the given one
  68904. */
  68905. add(other: DeepImmutable<Matrix>): Matrix;
  68906. /**
  68907. * Sets the given matrix "result" to the addition of the current matrix and the given one
  68908. * @param other defines the matrix to add
  68909. * @param result defines the target matrix
  68910. * @returns the current matrix
  68911. */
  68912. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  68913. /**
  68914. * Adds in place the given matrix to the current matrix
  68915. * @param other defines the second operand
  68916. * @returns the current updated matrix
  68917. */
  68918. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  68919. /**
  68920. * Sets the given matrix to the current inverted Matrix
  68921. * @param other defines the target matrix
  68922. * @returns the unmodified current matrix
  68923. */
  68924. invertToRef(other: Matrix): Matrix;
  68925. /**
  68926. * add a value at the specified position in the current Matrix
  68927. * @param index the index of the value within the matrix. between 0 and 15.
  68928. * @param value the value to be added
  68929. * @returns the current updated matrix
  68930. */
  68931. addAtIndex(index: number, value: number): Matrix;
  68932. /**
  68933. * mutiply the specified position in the current Matrix by a value
  68934. * @param index the index of the value within the matrix. between 0 and 15.
  68935. * @param value the value to be added
  68936. * @returns the current updated matrix
  68937. */
  68938. multiplyAtIndex(index: number, value: number): Matrix;
  68939. /**
  68940. * Inserts the translation vector (using 3 floats) in the current matrix
  68941. * @param x defines the 1st component of the translation
  68942. * @param y defines the 2nd component of the translation
  68943. * @param z defines the 3rd component of the translation
  68944. * @returns the current updated matrix
  68945. */
  68946. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  68947. /**
  68948. * Adds the translation vector (using 3 floats) in the current matrix
  68949. * @param x defines the 1st component of the translation
  68950. * @param y defines the 2nd component of the translation
  68951. * @param z defines the 3rd component of the translation
  68952. * @returns the current updated matrix
  68953. */
  68954. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  68955. /**
  68956. * Inserts the translation vector in the current matrix
  68957. * @param vector3 defines the translation to insert
  68958. * @returns the current updated matrix
  68959. */
  68960. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  68961. /**
  68962. * Gets the translation value of the current matrix
  68963. * @returns a new Vector3 as the extracted translation from the matrix
  68964. */
  68965. getTranslation(): Vector3;
  68966. /**
  68967. * Fill a Vector3 with the extracted translation from the matrix
  68968. * @param result defines the Vector3 where to store the translation
  68969. * @returns the current matrix
  68970. */
  68971. getTranslationToRef(result: Vector3): Matrix;
  68972. /**
  68973. * Remove rotation and scaling part from the matrix
  68974. * @returns the updated matrix
  68975. */
  68976. removeRotationAndScaling(): Matrix;
  68977. /**
  68978. * Multiply two matrices
  68979. * @param other defines the second operand
  68980. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  68981. */
  68982. multiply(other: DeepImmutable<Matrix>): Matrix;
  68983. /**
  68984. * Copy the current matrix from the given one
  68985. * @param other defines the source matrix
  68986. * @returns the current updated matrix
  68987. */
  68988. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  68989. /**
  68990. * Populates the given array from the starting index with the current matrix values
  68991. * @param array defines the target array
  68992. * @param offset defines the offset in the target array where to start storing values
  68993. * @returns the current matrix
  68994. */
  68995. copyToArray(array: Float32Array, offset?: number): Matrix;
  68996. /**
  68997. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  68998. * @param other defines the second operand
  68999. * @param result defines the matrix where to store the multiplication
  69000. * @returns the current matrix
  69001. */
  69002. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  69003. /**
  69004. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  69005. * @param other defines the second operand
  69006. * @param result defines the array where to store the multiplication
  69007. * @param offset defines the offset in the target array where to start storing values
  69008. * @returns the current matrix
  69009. */
  69010. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  69011. /**
  69012. * Check equality between this matrix and a second one
  69013. * @param value defines the second matrix to compare
  69014. * @returns true is the current matrix and the given one values are strictly equal
  69015. */
  69016. equals(value: DeepImmutable<Matrix>): boolean;
  69017. /**
  69018. * Clone the current matrix
  69019. * @returns a new matrix from the current matrix
  69020. */
  69021. clone(): Matrix;
  69022. /**
  69023. * Returns the name of the current matrix class
  69024. * @returns the string "Matrix"
  69025. */
  69026. getClassName(): string;
  69027. /**
  69028. * Gets the hash code of the current matrix
  69029. * @returns the hash code
  69030. */
  69031. getHashCode(): number;
  69032. /**
  69033. * Decomposes the current Matrix into a translation, rotation and scaling components
  69034. * @param scale defines the scale vector3 given as a reference to update
  69035. * @param rotation defines the rotation quaternion given as a reference to update
  69036. * @param translation defines the translation vector3 given as a reference to update
  69037. * @returns true if operation was successful
  69038. */
  69039. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  69040. /**
  69041. * Gets specific row of the matrix
  69042. * @param index defines the number of the row to get
  69043. * @returns the index-th row of the current matrix as a new Vector4
  69044. */
  69045. getRow(index: number): Nullable<Vector4>;
  69046. /**
  69047. * Sets the index-th row of the current matrix to the vector4 values
  69048. * @param index defines the number of the row to set
  69049. * @param row defines the target vector4
  69050. * @returns the updated current matrix
  69051. */
  69052. setRow(index: number, row: Vector4): Matrix;
  69053. /**
  69054. * Compute the transpose of the matrix
  69055. * @returns the new transposed matrix
  69056. */
  69057. transpose(): Matrix;
  69058. /**
  69059. * Compute the transpose of the matrix and store it in a given matrix
  69060. * @param result defines the target matrix
  69061. * @returns the current matrix
  69062. */
  69063. transposeToRef(result: Matrix): Matrix;
  69064. /**
  69065. * Sets the index-th row of the current matrix with the given 4 x float values
  69066. * @param index defines the row index
  69067. * @param x defines the x component to set
  69068. * @param y defines the y component to set
  69069. * @param z defines the z component to set
  69070. * @param w defines the w component to set
  69071. * @returns the updated current matrix
  69072. */
  69073. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  69074. /**
  69075. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  69076. * @param scale defines the scale factor
  69077. * @returns a new matrix
  69078. */
  69079. scale(scale: number): Matrix;
  69080. /**
  69081. * Scale the current matrix values by a factor to a given result matrix
  69082. * @param scale defines the scale factor
  69083. * @param result defines the matrix to store the result
  69084. * @returns the current matrix
  69085. */
  69086. scaleToRef(scale: number, result: Matrix): Matrix;
  69087. /**
  69088. * Scale the current matrix values by a factor and add the result to a given matrix
  69089. * @param scale defines the scale factor
  69090. * @param result defines the Matrix to store the result
  69091. * @returns the current matrix
  69092. */
  69093. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  69094. /**
  69095. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  69096. * @param ref matrix to store the result
  69097. */
  69098. toNormalMatrix(ref: Matrix): void;
  69099. /**
  69100. * Gets only rotation part of the current matrix
  69101. * @returns a new matrix sets to the extracted rotation matrix from the current one
  69102. */
  69103. getRotationMatrix(): Matrix;
  69104. /**
  69105. * Extracts the rotation matrix from the current one and sets it as the given "result"
  69106. * @param result defines the target matrix to store data to
  69107. * @returns the current matrix
  69108. */
  69109. getRotationMatrixToRef(result: Matrix): Matrix;
  69110. /**
  69111. * Toggles model matrix from being right handed to left handed in place and vice versa
  69112. */
  69113. toggleModelMatrixHandInPlace(): void;
  69114. /**
  69115. * Toggles projection matrix from being right handed to left handed in place and vice versa
  69116. */
  69117. toggleProjectionMatrixHandInPlace(): void;
  69118. /**
  69119. * Creates a matrix from an array
  69120. * @param array defines the source array
  69121. * @param offset defines an offset in the source array
  69122. * @returns a new Matrix set from the starting index of the given array
  69123. */
  69124. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  69125. /**
  69126. * Copy the content of an array into a given matrix
  69127. * @param array defines the source array
  69128. * @param offset defines an offset in the source array
  69129. * @param result defines the target matrix
  69130. */
  69131. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  69132. /**
  69133. * Stores an array into a matrix after having multiplied each component by a given factor
  69134. * @param array defines the source array
  69135. * @param offset defines the offset in the source array
  69136. * @param scale defines the scaling factor
  69137. * @param result defines the target matrix
  69138. */
  69139. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  69140. /**
  69141. * Gets an identity matrix that must not be updated
  69142. */
  69143. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  69144. /**
  69145. * Stores a list of values (16) inside a given matrix
  69146. * @param initialM11 defines 1st value of 1st row
  69147. * @param initialM12 defines 2nd value of 1st row
  69148. * @param initialM13 defines 3rd value of 1st row
  69149. * @param initialM14 defines 4th value of 1st row
  69150. * @param initialM21 defines 1st value of 2nd row
  69151. * @param initialM22 defines 2nd value of 2nd row
  69152. * @param initialM23 defines 3rd value of 2nd row
  69153. * @param initialM24 defines 4th value of 2nd row
  69154. * @param initialM31 defines 1st value of 3rd row
  69155. * @param initialM32 defines 2nd value of 3rd row
  69156. * @param initialM33 defines 3rd value of 3rd row
  69157. * @param initialM34 defines 4th value of 3rd row
  69158. * @param initialM41 defines 1st value of 4th row
  69159. * @param initialM42 defines 2nd value of 4th row
  69160. * @param initialM43 defines 3rd value of 4th row
  69161. * @param initialM44 defines 4th value of 4th row
  69162. * @param result defines the target matrix
  69163. */
  69164. 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;
  69165. /**
  69166. * Creates new matrix from a list of values (16)
  69167. * @param initialM11 defines 1st value of 1st row
  69168. * @param initialM12 defines 2nd value of 1st row
  69169. * @param initialM13 defines 3rd value of 1st row
  69170. * @param initialM14 defines 4th value of 1st row
  69171. * @param initialM21 defines 1st value of 2nd row
  69172. * @param initialM22 defines 2nd value of 2nd row
  69173. * @param initialM23 defines 3rd value of 2nd row
  69174. * @param initialM24 defines 4th value of 2nd row
  69175. * @param initialM31 defines 1st value of 3rd row
  69176. * @param initialM32 defines 2nd value of 3rd row
  69177. * @param initialM33 defines 3rd value of 3rd row
  69178. * @param initialM34 defines 4th value of 3rd row
  69179. * @param initialM41 defines 1st value of 4th row
  69180. * @param initialM42 defines 2nd value of 4th row
  69181. * @param initialM43 defines 3rd value of 4th row
  69182. * @param initialM44 defines 4th value of 4th row
  69183. * @returns the new matrix
  69184. */
  69185. 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;
  69186. /**
  69187. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  69188. * @param scale defines the scale vector3
  69189. * @param rotation defines the rotation quaternion
  69190. * @param translation defines the translation vector3
  69191. * @returns a new matrix
  69192. */
  69193. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  69194. /**
  69195. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  69196. * @param scale defines the scale vector3
  69197. * @param rotation defines the rotation quaternion
  69198. * @param translation defines the translation vector3
  69199. * @param result defines the target matrix
  69200. */
  69201. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  69202. /**
  69203. * Creates a new identity matrix
  69204. * @returns a new identity matrix
  69205. */
  69206. static Identity(): Matrix;
  69207. /**
  69208. * Creates a new identity matrix and stores the result in a given matrix
  69209. * @param result defines the target matrix
  69210. */
  69211. static IdentityToRef(result: Matrix): void;
  69212. /**
  69213. * Creates a new zero matrix
  69214. * @returns a new zero matrix
  69215. */
  69216. static Zero(): Matrix;
  69217. /**
  69218. * Creates a new rotation matrix for "angle" radians around the X axis
  69219. * @param angle defines the angle (in radians) to use
  69220. * @return the new matrix
  69221. */
  69222. static RotationX(angle: number): Matrix;
  69223. /**
  69224. * Creates a new matrix as the invert of a given matrix
  69225. * @param source defines the source matrix
  69226. * @returns the new matrix
  69227. */
  69228. static Invert(source: DeepImmutable<Matrix>): Matrix;
  69229. /**
  69230. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  69231. * @param angle defines the angle (in radians) to use
  69232. * @param result defines the target matrix
  69233. */
  69234. static RotationXToRef(angle: number, result: Matrix): void;
  69235. /**
  69236. * Creates a new rotation matrix for "angle" radians around the Y axis
  69237. * @param angle defines the angle (in radians) to use
  69238. * @return the new matrix
  69239. */
  69240. static RotationY(angle: number): Matrix;
  69241. /**
  69242. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  69243. * @param angle defines the angle (in radians) to use
  69244. * @param result defines the target matrix
  69245. */
  69246. static RotationYToRef(angle: number, result: Matrix): void;
  69247. /**
  69248. * Creates a new rotation matrix for "angle" radians around the Z axis
  69249. * @param angle defines the angle (in radians) to use
  69250. * @return the new matrix
  69251. */
  69252. static RotationZ(angle: number): Matrix;
  69253. /**
  69254. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  69255. * @param angle defines the angle (in radians) to use
  69256. * @param result defines the target matrix
  69257. */
  69258. static RotationZToRef(angle: number, result: Matrix): void;
  69259. /**
  69260. * Creates a new rotation matrix for "angle" radians around the given axis
  69261. * @param axis defines the axis to use
  69262. * @param angle defines the angle (in radians) to use
  69263. * @return the new matrix
  69264. */
  69265. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  69266. /**
  69267. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  69268. * @param axis defines the axis to use
  69269. * @param angle defines the angle (in radians) to use
  69270. * @param result defines the target matrix
  69271. */
  69272. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  69273. /**
  69274. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  69275. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  69276. * @param from defines the vector to align
  69277. * @param to defines the vector to align to
  69278. * @param result defines the target matrix
  69279. */
  69280. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  69281. /**
  69282. * Creates a rotation matrix
  69283. * @param yaw defines the yaw angle in radians (Y axis)
  69284. * @param pitch defines the pitch angle in radians (X axis)
  69285. * @param roll defines the roll angle in radians (X axis)
  69286. * @returns the new rotation matrix
  69287. */
  69288. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  69289. /**
  69290. * Creates a rotation matrix and stores it in a given matrix
  69291. * @param yaw defines the yaw angle in radians (Y axis)
  69292. * @param pitch defines the pitch angle in radians (X axis)
  69293. * @param roll defines the roll angle in radians (X axis)
  69294. * @param result defines the target matrix
  69295. */
  69296. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  69297. /**
  69298. * Creates a scaling matrix
  69299. * @param x defines the scale factor on X axis
  69300. * @param y defines the scale factor on Y axis
  69301. * @param z defines the scale factor on Z axis
  69302. * @returns the new matrix
  69303. */
  69304. static Scaling(x: number, y: number, z: number): Matrix;
  69305. /**
  69306. * Creates a scaling matrix and stores it in a given matrix
  69307. * @param x defines the scale factor on X axis
  69308. * @param y defines the scale factor on Y axis
  69309. * @param z defines the scale factor on Z axis
  69310. * @param result defines the target matrix
  69311. */
  69312. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  69313. /**
  69314. * Creates a translation matrix
  69315. * @param x defines the translation on X axis
  69316. * @param y defines the translation on Y axis
  69317. * @param z defines the translationon Z axis
  69318. * @returns the new matrix
  69319. */
  69320. static Translation(x: number, y: number, z: number): Matrix;
  69321. /**
  69322. * Creates a translation matrix and stores it in a given matrix
  69323. * @param x defines the translation on X axis
  69324. * @param y defines the translation on Y axis
  69325. * @param z defines the translationon Z axis
  69326. * @param result defines the target matrix
  69327. */
  69328. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  69329. /**
  69330. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  69331. * @param startValue defines the start value
  69332. * @param endValue defines the end value
  69333. * @param gradient defines the gradient factor
  69334. * @returns the new matrix
  69335. */
  69336. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  69337. /**
  69338. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  69339. * @param startValue defines the start value
  69340. * @param endValue defines the end value
  69341. * @param gradient defines the gradient factor
  69342. * @param result defines the Matrix object where to store data
  69343. */
  69344. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  69345. /**
  69346. * Builds a new matrix whose values are computed by:
  69347. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  69348. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  69349. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  69350. * @param startValue defines the first matrix
  69351. * @param endValue defines the second matrix
  69352. * @param gradient defines the gradient between the two matrices
  69353. * @returns the new matrix
  69354. */
  69355. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  69356. /**
  69357. * Update a matrix to values which are computed by:
  69358. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  69359. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  69360. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  69361. * @param startValue defines the first matrix
  69362. * @param endValue defines the second matrix
  69363. * @param gradient defines the gradient between the two matrices
  69364. * @param result defines the target matrix
  69365. */
  69366. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  69367. /**
  69368. * 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"
  69369. * This function works in left handed mode
  69370. * @param eye defines the final position of the entity
  69371. * @param target defines where the entity should look at
  69372. * @param up defines the up vector for the entity
  69373. * @returns the new matrix
  69374. */
  69375. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  69376. /**
  69377. * 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".
  69378. * This function works in left handed mode
  69379. * @param eye defines the final position of the entity
  69380. * @param target defines where the entity should look at
  69381. * @param up defines the up vector for the entity
  69382. * @param result defines the target matrix
  69383. */
  69384. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  69385. /**
  69386. * 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"
  69387. * This function works in right handed mode
  69388. * @param eye defines the final position of the entity
  69389. * @param target defines where the entity should look at
  69390. * @param up defines the up vector for the entity
  69391. * @returns the new matrix
  69392. */
  69393. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  69394. /**
  69395. * 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".
  69396. * This function works in right handed mode
  69397. * @param eye defines the final position of the entity
  69398. * @param target defines where the entity should look at
  69399. * @param up defines the up vector for the entity
  69400. * @param result defines the target matrix
  69401. */
  69402. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  69403. /**
  69404. * Create a left-handed orthographic projection matrix
  69405. * @param width defines the viewport width
  69406. * @param height defines the viewport height
  69407. * @param znear defines the near clip plane
  69408. * @param zfar defines the far clip plane
  69409. * @returns a new matrix as a left-handed orthographic projection matrix
  69410. */
  69411. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  69412. /**
  69413. * Store a left-handed orthographic projection to a given matrix
  69414. * @param width defines the viewport width
  69415. * @param height defines the viewport height
  69416. * @param znear defines the near clip plane
  69417. * @param zfar defines the far clip plane
  69418. * @param result defines the target matrix
  69419. */
  69420. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  69421. /**
  69422. * Create a left-handed orthographic projection matrix
  69423. * @param left defines the viewport left coordinate
  69424. * @param right defines the viewport right coordinate
  69425. * @param bottom defines the viewport bottom coordinate
  69426. * @param top defines the viewport top coordinate
  69427. * @param znear defines the near clip plane
  69428. * @param zfar defines the far clip plane
  69429. * @returns a new matrix as a left-handed orthographic projection matrix
  69430. */
  69431. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  69432. /**
  69433. * Stores a left-handed orthographic projection into a given matrix
  69434. * @param left defines the viewport left coordinate
  69435. * @param right defines the viewport right coordinate
  69436. * @param bottom defines the viewport bottom coordinate
  69437. * @param top defines the viewport top coordinate
  69438. * @param znear defines the near clip plane
  69439. * @param zfar defines the far clip plane
  69440. * @param result defines the target matrix
  69441. */
  69442. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  69443. /**
  69444. * Creates a right-handed orthographic projection matrix
  69445. * @param left defines the viewport left coordinate
  69446. * @param right defines the viewport right coordinate
  69447. * @param bottom defines the viewport bottom coordinate
  69448. * @param top defines the viewport top coordinate
  69449. * @param znear defines the near clip plane
  69450. * @param zfar defines the far clip plane
  69451. * @returns a new matrix as a right-handed orthographic projection matrix
  69452. */
  69453. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  69454. /**
  69455. * Stores a right-handed orthographic projection into a given matrix
  69456. * @param left defines the viewport left coordinate
  69457. * @param right defines the viewport right coordinate
  69458. * @param bottom defines the viewport bottom coordinate
  69459. * @param top defines the viewport top coordinate
  69460. * @param znear defines the near clip plane
  69461. * @param zfar defines the far clip plane
  69462. * @param result defines the target matrix
  69463. */
  69464. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  69465. /**
  69466. * Creates a left-handed perspective projection matrix
  69467. * @param width defines the viewport width
  69468. * @param height defines the viewport height
  69469. * @param znear defines the near clip plane
  69470. * @param zfar defines the far clip plane
  69471. * @returns a new matrix as a left-handed perspective projection matrix
  69472. */
  69473. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  69474. /**
  69475. * Creates a left-handed perspective projection matrix
  69476. * @param fov defines the horizontal field of view
  69477. * @param aspect defines the aspect ratio
  69478. * @param znear defines the near clip plane
  69479. * @param zfar defines the far clip plane
  69480. * @returns a new matrix as a left-handed perspective projection matrix
  69481. */
  69482. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  69483. /**
  69484. * Stores a left-handed perspective projection into a given matrix
  69485. * @param fov defines the horizontal field of view
  69486. * @param aspect defines the aspect ratio
  69487. * @param znear defines the near clip plane
  69488. * @param zfar defines the far clip plane
  69489. * @param result defines the target matrix
  69490. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  69491. */
  69492. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  69493. /**
  69494. * Creates a right-handed perspective projection matrix
  69495. * @param fov defines the horizontal field of view
  69496. * @param aspect defines the aspect ratio
  69497. * @param znear defines the near clip plane
  69498. * @param zfar defines the far clip plane
  69499. * @returns a new matrix as a right-handed perspective projection matrix
  69500. */
  69501. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  69502. /**
  69503. * Stores a right-handed perspective projection into a given matrix
  69504. * @param fov defines the horizontal field of view
  69505. * @param aspect defines the aspect ratio
  69506. * @param znear defines the near clip plane
  69507. * @param zfar defines the far clip plane
  69508. * @param result defines the target matrix
  69509. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  69510. */
  69511. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  69512. /**
  69513. * Stores a perspective projection for WebVR info a given matrix
  69514. * @param fov defines the field of view
  69515. * @param znear defines the near clip plane
  69516. * @param zfar defines the far clip plane
  69517. * @param result defines the target matrix
  69518. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  69519. */
  69520. static PerspectiveFovWebVRToRef(fov: {
  69521. upDegrees: number;
  69522. downDegrees: number;
  69523. leftDegrees: number;
  69524. rightDegrees: number;
  69525. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  69526. /**
  69527. * Computes a complete transformation matrix
  69528. * @param viewport defines the viewport to use
  69529. * @param world defines the world matrix
  69530. * @param view defines the view matrix
  69531. * @param projection defines the projection matrix
  69532. * @param zmin defines the near clip plane
  69533. * @param zmax defines the far clip plane
  69534. * @returns the transformation matrix
  69535. */
  69536. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  69537. /**
  69538. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  69539. * @param matrix defines the matrix to use
  69540. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  69541. */
  69542. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  69543. /**
  69544. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  69545. * @param matrix defines the matrix to use
  69546. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  69547. */
  69548. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  69549. /**
  69550. * Compute the transpose of a given matrix
  69551. * @param matrix defines the matrix to transpose
  69552. * @returns the new matrix
  69553. */
  69554. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  69555. /**
  69556. * Compute the transpose of a matrix and store it in a target matrix
  69557. * @param matrix defines the matrix to transpose
  69558. * @param result defines the target matrix
  69559. */
  69560. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  69561. /**
  69562. * Computes a reflection matrix from a plane
  69563. * @param plane defines the reflection plane
  69564. * @returns a new matrix
  69565. */
  69566. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  69567. /**
  69568. * Computes a reflection matrix from a plane
  69569. * @param plane defines the reflection plane
  69570. * @param result defines the target matrix
  69571. */
  69572. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  69573. /**
  69574. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  69575. * @param xaxis defines the value of the 1st axis
  69576. * @param yaxis defines the value of the 2nd axis
  69577. * @param zaxis defines the value of the 3rd axis
  69578. * @param result defines the target matrix
  69579. */
  69580. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  69581. /**
  69582. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  69583. * @param quat defines the quaternion to use
  69584. * @param result defines the target matrix
  69585. */
  69586. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  69587. }
  69588. /**
  69589. * @hidden
  69590. */
  69591. export class TmpVectors {
  69592. static Vector2: Vector2[];
  69593. static Vector3: Vector3[];
  69594. static Vector4: Vector4[];
  69595. static Quaternion: Quaternion[];
  69596. static Matrix: Matrix[];
  69597. }
  69598. }
  69599. declare module BABYLON {
  69600. /** Defines the cross module used constants to avoid circular dependncies */
  69601. export class Constants {
  69602. /** Defines that alpha blending is disabled */
  69603. static readonly ALPHA_DISABLE: number;
  69604. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  69605. static readonly ALPHA_ADD: number;
  69606. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  69607. static readonly ALPHA_COMBINE: number;
  69608. /** Defines that alpha blending to DEST - SRC * DEST */
  69609. static readonly ALPHA_SUBTRACT: number;
  69610. /** Defines that alpha blending to SRC * DEST */
  69611. static readonly ALPHA_MULTIPLY: number;
  69612. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  69613. static readonly ALPHA_MAXIMIZED: number;
  69614. /** Defines that alpha blending to SRC + DEST */
  69615. static readonly ALPHA_ONEONE: number;
  69616. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  69617. static readonly ALPHA_PREMULTIPLIED: number;
  69618. /**
  69619. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  69620. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  69621. */
  69622. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  69623. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  69624. static readonly ALPHA_INTERPOLATE: number;
  69625. /**
  69626. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  69627. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  69628. */
  69629. static readonly ALPHA_SCREENMODE: number;
  69630. /** Defines that the ressource is not delayed*/
  69631. static readonly DELAYLOADSTATE_NONE: number;
  69632. /** Defines that the ressource was successfully delay loaded */
  69633. static readonly DELAYLOADSTATE_LOADED: number;
  69634. /** Defines that the ressource is currently delay loading */
  69635. static readonly DELAYLOADSTATE_LOADING: number;
  69636. /** Defines that the ressource is delayed and has not started loading */
  69637. static readonly DELAYLOADSTATE_NOTLOADED: number;
  69638. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  69639. static readonly NEVER: number;
  69640. /** 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 */
  69641. static readonly ALWAYS: number;
  69642. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  69643. static readonly LESS: number;
  69644. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  69645. static readonly EQUAL: number;
  69646. /** 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 */
  69647. static readonly LEQUAL: number;
  69648. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  69649. static readonly GREATER: number;
  69650. /** 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 */
  69651. static readonly GEQUAL: number;
  69652. /** 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 */
  69653. static readonly NOTEQUAL: number;
  69654. /** Passed to stencilOperation to specify that stencil value must be kept */
  69655. static readonly KEEP: number;
  69656. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69657. static readonly REPLACE: number;
  69658. /** Passed to stencilOperation to specify that stencil value must be incremented */
  69659. static readonly INCR: number;
  69660. /** Passed to stencilOperation to specify that stencil value must be decremented */
  69661. static readonly DECR: number;
  69662. /** Passed to stencilOperation to specify that stencil value must be inverted */
  69663. static readonly INVERT: number;
  69664. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  69665. static readonly INCR_WRAP: number;
  69666. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  69667. static readonly DECR_WRAP: number;
  69668. /** Texture is not repeating outside of 0..1 UVs */
  69669. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  69670. /** Texture is repeating outside of 0..1 UVs */
  69671. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  69672. /** Texture is repeating and mirrored */
  69673. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  69674. /** ALPHA */
  69675. static readonly TEXTUREFORMAT_ALPHA: number;
  69676. /** LUMINANCE */
  69677. static readonly TEXTUREFORMAT_LUMINANCE: number;
  69678. /** LUMINANCE_ALPHA */
  69679. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  69680. /** RGB */
  69681. static readonly TEXTUREFORMAT_RGB: number;
  69682. /** RGBA */
  69683. static readonly TEXTUREFORMAT_RGBA: number;
  69684. /** RED */
  69685. static readonly TEXTUREFORMAT_RED: number;
  69686. /** RED (2nd reference) */
  69687. static readonly TEXTUREFORMAT_R: number;
  69688. /** RG */
  69689. static readonly TEXTUREFORMAT_RG: number;
  69690. /** RED_INTEGER */
  69691. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  69692. /** RED_INTEGER (2nd reference) */
  69693. static readonly TEXTUREFORMAT_R_INTEGER: number;
  69694. /** RG_INTEGER */
  69695. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  69696. /** RGB_INTEGER */
  69697. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  69698. /** RGBA_INTEGER */
  69699. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  69700. /** UNSIGNED_BYTE */
  69701. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  69702. /** UNSIGNED_BYTE (2nd reference) */
  69703. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  69704. /** FLOAT */
  69705. static readonly TEXTURETYPE_FLOAT: number;
  69706. /** HALF_FLOAT */
  69707. static readonly TEXTURETYPE_HALF_FLOAT: number;
  69708. /** BYTE */
  69709. static readonly TEXTURETYPE_BYTE: number;
  69710. /** SHORT */
  69711. static readonly TEXTURETYPE_SHORT: number;
  69712. /** UNSIGNED_SHORT */
  69713. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  69714. /** INT */
  69715. static readonly TEXTURETYPE_INT: number;
  69716. /** UNSIGNED_INT */
  69717. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  69718. /** UNSIGNED_SHORT_4_4_4_4 */
  69719. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  69720. /** UNSIGNED_SHORT_5_5_5_1 */
  69721. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  69722. /** UNSIGNED_SHORT_5_6_5 */
  69723. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  69724. /** UNSIGNED_INT_2_10_10_10_REV */
  69725. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  69726. /** UNSIGNED_INT_24_8 */
  69727. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  69728. /** UNSIGNED_INT_10F_11F_11F_REV */
  69729. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  69730. /** UNSIGNED_INT_5_9_9_9_REV */
  69731. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  69732. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  69733. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  69734. /** nearest is mag = nearest and min = nearest and mip = linear */
  69735. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  69736. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69737. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  69738. /** Trilinear is mag = linear and min = linear and mip = linear */
  69739. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  69740. /** nearest is mag = nearest and min = nearest and mip = linear */
  69741. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  69742. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69743. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  69744. /** Trilinear is mag = linear and min = linear and mip = linear */
  69745. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  69746. /** mag = nearest and min = nearest and mip = nearest */
  69747. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  69748. /** mag = nearest and min = linear and mip = nearest */
  69749. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  69750. /** mag = nearest and min = linear and mip = linear */
  69751. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  69752. /** mag = nearest and min = linear and mip = none */
  69753. static readonly TEXTURE_NEAREST_LINEAR: number;
  69754. /** mag = nearest and min = nearest and mip = none */
  69755. static readonly TEXTURE_NEAREST_NEAREST: number;
  69756. /** mag = linear and min = nearest and mip = nearest */
  69757. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  69758. /** mag = linear and min = nearest and mip = linear */
  69759. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  69760. /** mag = linear and min = linear and mip = none */
  69761. static readonly TEXTURE_LINEAR_LINEAR: number;
  69762. /** mag = linear and min = nearest and mip = none */
  69763. static readonly TEXTURE_LINEAR_NEAREST: number;
  69764. /** Explicit coordinates mode */
  69765. static readonly TEXTURE_EXPLICIT_MODE: number;
  69766. /** Spherical coordinates mode */
  69767. static readonly TEXTURE_SPHERICAL_MODE: number;
  69768. /** Planar coordinates mode */
  69769. static readonly TEXTURE_PLANAR_MODE: number;
  69770. /** Cubic coordinates mode */
  69771. static readonly TEXTURE_CUBIC_MODE: number;
  69772. /** Projection coordinates mode */
  69773. static readonly TEXTURE_PROJECTION_MODE: number;
  69774. /** Skybox coordinates mode */
  69775. static readonly TEXTURE_SKYBOX_MODE: number;
  69776. /** Inverse Cubic coordinates mode */
  69777. static readonly TEXTURE_INVCUBIC_MODE: number;
  69778. /** Equirectangular coordinates mode */
  69779. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  69780. /** Equirectangular Fixed coordinates mode */
  69781. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  69782. /** Equirectangular Fixed Mirrored coordinates mode */
  69783. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  69784. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  69785. static readonly SCALEMODE_FLOOR: number;
  69786. /** Defines that texture rescaling will look for the nearest power of 2 size */
  69787. static readonly SCALEMODE_NEAREST: number;
  69788. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  69789. static readonly SCALEMODE_CEILING: number;
  69790. /**
  69791. * The dirty texture flag value
  69792. */
  69793. static readonly MATERIAL_TextureDirtyFlag: number;
  69794. /**
  69795. * The dirty light flag value
  69796. */
  69797. static readonly MATERIAL_LightDirtyFlag: number;
  69798. /**
  69799. * The dirty fresnel flag value
  69800. */
  69801. static readonly MATERIAL_FresnelDirtyFlag: number;
  69802. /**
  69803. * The dirty attribute flag value
  69804. */
  69805. static readonly MATERIAL_AttributesDirtyFlag: number;
  69806. /**
  69807. * The dirty misc flag value
  69808. */
  69809. static readonly MATERIAL_MiscDirtyFlag: number;
  69810. /**
  69811. * The all dirty flag value
  69812. */
  69813. static readonly MATERIAL_AllDirtyFlag: number;
  69814. /**
  69815. * Returns the triangle fill mode
  69816. */
  69817. static readonly MATERIAL_TriangleFillMode: number;
  69818. /**
  69819. * Returns the wireframe mode
  69820. */
  69821. static readonly MATERIAL_WireFrameFillMode: number;
  69822. /**
  69823. * Returns the point fill mode
  69824. */
  69825. static readonly MATERIAL_PointFillMode: number;
  69826. /**
  69827. * Returns the point list draw mode
  69828. */
  69829. static readonly MATERIAL_PointListDrawMode: number;
  69830. /**
  69831. * Returns the line list draw mode
  69832. */
  69833. static readonly MATERIAL_LineListDrawMode: number;
  69834. /**
  69835. * Returns the line loop draw mode
  69836. */
  69837. static readonly MATERIAL_LineLoopDrawMode: number;
  69838. /**
  69839. * Returns the line strip draw mode
  69840. */
  69841. static readonly MATERIAL_LineStripDrawMode: number;
  69842. /**
  69843. * Returns the triangle strip draw mode
  69844. */
  69845. static readonly MATERIAL_TriangleStripDrawMode: number;
  69846. /**
  69847. * Returns the triangle fan draw mode
  69848. */
  69849. static readonly MATERIAL_TriangleFanDrawMode: number;
  69850. /**
  69851. * Stores the clock-wise side orientation
  69852. */
  69853. static readonly MATERIAL_ClockWiseSideOrientation: number;
  69854. /**
  69855. * Stores the counter clock-wise side orientation
  69856. */
  69857. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  69858. /**
  69859. * Nothing
  69860. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69861. */
  69862. static readonly ACTION_NothingTrigger: number;
  69863. /**
  69864. * On pick
  69865. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69866. */
  69867. static readonly ACTION_OnPickTrigger: number;
  69868. /**
  69869. * On left pick
  69870. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69871. */
  69872. static readonly ACTION_OnLeftPickTrigger: number;
  69873. /**
  69874. * On right pick
  69875. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69876. */
  69877. static readonly ACTION_OnRightPickTrigger: number;
  69878. /**
  69879. * On center pick
  69880. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69881. */
  69882. static readonly ACTION_OnCenterPickTrigger: number;
  69883. /**
  69884. * On pick down
  69885. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69886. */
  69887. static readonly ACTION_OnPickDownTrigger: number;
  69888. /**
  69889. * On double pick
  69890. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69891. */
  69892. static readonly ACTION_OnDoublePickTrigger: number;
  69893. /**
  69894. * On pick up
  69895. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69896. */
  69897. static readonly ACTION_OnPickUpTrigger: number;
  69898. /**
  69899. * On pick out.
  69900. * This trigger will only be raised if you also declared a OnPickDown
  69901. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69902. */
  69903. static readonly ACTION_OnPickOutTrigger: number;
  69904. /**
  69905. * On long press
  69906. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69907. */
  69908. static readonly ACTION_OnLongPressTrigger: number;
  69909. /**
  69910. * On pointer over
  69911. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69912. */
  69913. static readonly ACTION_OnPointerOverTrigger: number;
  69914. /**
  69915. * On pointer out
  69916. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69917. */
  69918. static readonly ACTION_OnPointerOutTrigger: number;
  69919. /**
  69920. * On every frame
  69921. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69922. */
  69923. static readonly ACTION_OnEveryFrameTrigger: number;
  69924. /**
  69925. * On intersection enter
  69926. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69927. */
  69928. static readonly ACTION_OnIntersectionEnterTrigger: number;
  69929. /**
  69930. * On intersection exit
  69931. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69932. */
  69933. static readonly ACTION_OnIntersectionExitTrigger: number;
  69934. /**
  69935. * On key down
  69936. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69937. */
  69938. static readonly ACTION_OnKeyDownTrigger: number;
  69939. /**
  69940. * On key up
  69941. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69942. */
  69943. static readonly ACTION_OnKeyUpTrigger: number;
  69944. /**
  69945. * Billboard mode will only apply to Y axis
  69946. */
  69947. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  69948. /**
  69949. * Billboard mode will apply to all axes
  69950. */
  69951. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  69952. /**
  69953. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  69954. */
  69955. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  69956. /**
  69957. * Gets or sets base Assets URL
  69958. */
  69959. static PARTICLES_BaseAssetsUrl: string;
  69960. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  69961. * Test order :
  69962. * Is the bounding sphere outside the frustum ?
  69963. * If not, are the bounding box vertices outside the frustum ?
  69964. * It not, then the cullable object is in the frustum.
  69965. */
  69966. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  69967. /** Culling strategy : Bounding Sphere Only.
  69968. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  69969. * It's also less accurate than the standard because some not visible objects can still be selected.
  69970. * Test : is the bounding sphere outside the frustum ?
  69971. * If not, then the cullable object is in the frustum.
  69972. */
  69973. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  69974. /** Culling strategy : Optimistic Inclusion.
  69975. * This in an inclusion test first, then the standard exclusion test.
  69976. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  69977. * 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.
  69978. * Anyway, it's as accurate as the standard strategy.
  69979. * Test :
  69980. * Is the cullable object bounding sphere center in the frustum ?
  69981. * If not, apply the default culling strategy.
  69982. */
  69983. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  69984. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  69985. * This in an inclusion test first, then the bounding sphere only exclusion test.
  69986. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  69987. * 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.
  69988. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  69989. * Test :
  69990. * Is the cullable object bounding sphere center in the frustum ?
  69991. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  69992. */
  69993. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  69994. /**
  69995. * No logging while loading
  69996. */
  69997. static readonly SCENELOADER_NO_LOGGING: number;
  69998. /**
  69999. * Minimal logging while loading
  70000. */
  70001. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  70002. /**
  70003. * Summary logging while loading
  70004. */
  70005. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  70006. /**
  70007. * Detailled logging while loading
  70008. */
  70009. static readonly SCENELOADER_DETAILED_LOGGING: number;
  70010. }
  70011. }
  70012. declare module BABYLON {
  70013. /**
  70014. * Class used to store and describe the pipeline context associated with an effect
  70015. */
  70016. export interface IPipelineContext {
  70017. /**
  70018. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  70019. */
  70020. isAsync: boolean;
  70021. /**
  70022. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  70023. */
  70024. isReady: boolean;
  70025. /** @hidden */
  70026. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  70027. }
  70028. }
  70029. declare module BABYLON {
  70030. /** @hidden */
  70031. export interface IShaderProcessor {
  70032. attributeProcessor?: (attribute: string) => string;
  70033. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  70034. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  70035. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  70036. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  70037. lineProcessor?: (line: string, isFragment: boolean) => string;
  70038. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  70039. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  70040. }
  70041. }
  70042. declare module BABYLON {
  70043. /** @hidden */
  70044. export interface ProcessingOptions {
  70045. defines: string[];
  70046. indexParameters: any;
  70047. isFragment: boolean;
  70048. shouldUseHighPrecisionShader: boolean;
  70049. supportsUniformBuffers: boolean;
  70050. shadersRepository: string;
  70051. includesShadersStore: {
  70052. [key: string]: string;
  70053. };
  70054. processor?: IShaderProcessor;
  70055. version: string;
  70056. platformName: string;
  70057. lookForClosingBracketForUniformBuffer?: boolean;
  70058. }
  70059. }
  70060. declare module BABYLON {
  70061. /**
  70062. * Helper to manipulate strings
  70063. */
  70064. export class StringTools {
  70065. /**
  70066. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  70067. * @param str Source string
  70068. * @param suffix Suffix to search for in the source string
  70069. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  70070. */
  70071. static EndsWith(str: string, suffix: string): boolean;
  70072. /**
  70073. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  70074. * @param str Source string
  70075. * @param suffix Suffix to search for in the source string
  70076. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  70077. */
  70078. static StartsWith(str: string, suffix: string): boolean;
  70079. }
  70080. }
  70081. declare module BABYLON {
  70082. /** @hidden */
  70083. export class ShaderCodeNode {
  70084. line: string;
  70085. children: ShaderCodeNode[];
  70086. additionalDefineKey?: string;
  70087. additionalDefineValue?: string;
  70088. isValid(preprocessors: {
  70089. [key: string]: string;
  70090. }): boolean;
  70091. process(preprocessors: {
  70092. [key: string]: string;
  70093. }, options: ProcessingOptions): string;
  70094. }
  70095. }
  70096. declare module BABYLON {
  70097. /** @hidden */
  70098. export class ShaderCodeCursor {
  70099. private _lines;
  70100. lineIndex: number;
  70101. readonly currentLine: string;
  70102. readonly canRead: boolean;
  70103. lines: string[];
  70104. }
  70105. }
  70106. declare module BABYLON {
  70107. /** @hidden */
  70108. export class ShaderCodeConditionNode extends ShaderCodeNode {
  70109. process(preprocessors: {
  70110. [key: string]: string;
  70111. }, options: ProcessingOptions): string;
  70112. }
  70113. }
  70114. declare module BABYLON {
  70115. /** @hidden */
  70116. export class ShaderDefineExpression {
  70117. isTrue(preprocessors: {
  70118. [key: string]: string;
  70119. }): boolean;
  70120. }
  70121. }
  70122. declare module BABYLON {
  70123. /** @hidden */
  70124. export class ShaderCodeTestNode extends ShaderCodeNode {
  70125. testExpression: ShaderDefineExpression;
  70126. isValid(preprocessors: {
  70127. [key: string]: string;
  70128. }): boolean;
  70129. }
  70130. }
  70131. declare module BABYLON {
  70132. /** @hidden */
  70133. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  70134. define: string;
  70135. not: boolean;
  70136. constructor(define: string, not?: boolean);
  70137. isTrue(preprocessors: {
  70138. [key: string]: string;
  70139. }): boolean;
  70140. }
  70141. }
  70142. declare module BABYLON {
  70143. /** @hidden */
  70144. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  70145. leftOperand: ShaderDefineExpression;
  70146. rightOperand: ShaderDefineExpression;
  70147. isTrue(preprocessors: {
  70148. [key: string]: string;
  70149. }): boolean;
  70150. }
  70151. }
  70152. declare module BABYLON {
  70153. /** @hidden */
  70154. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  70155. leftOperand: ShaderDefineExpression;
  70156. rightOperand: ShaderDefineExpression;
  70157. isTrue(preprocessors: {
  70158. [key: string]: string;
  70159. }): boolean;
  70160. }
  70161. }
  70162. declare module BABYLON {
  70163. /** @hidden */
  70164. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  70165. define: string;
  70166. operand: string;
  70167. testValue: string;
  70168. constructor(define: string, operand: string, testValue: string);
  70169. isTrue(preprocessors: {
  70170. [key: string]: string;
  70171. }): boolean;
  70172. }
  70173. }
  70174. declare module BABYLON {
  70175. /**
  70176. * @ignore
  70177. * Application error to support additional information when loading a file
  70178. */
  70179. export class LoadFileError extends Error {
  70180. /** defines the optional web request */
  70181. request?: WebRequest | undefined;
  70182. private static _setPrototypeOf;
  70183. /**
  70184. * Creates a new LoadFileError
  70185. * @param message defines the message of the error
  70186. * @param request defines the optional web request
  70187. */
  70188. constructor(message: string,
  70189. /** defines the optional web request */
  70190. request?: WebRequest | undefined);
  70191. }
  70192. }
  70193. declare module BABYLON {
  70194. /**
  70195. * Class used to enable access to offline support
  70196. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  70197. */
  70198. export interface IOfflineProvider {
  70199. /**
  70200. * Gets a boolean indicating if scene must be saved in the database
  70201. */
  70202. enableSceneOffline: boolean;
  70203. /**
  70204. * Gets a boolean indicating if textures must be saved in the database
  70205. */
  70206. enableTexturesOffline: boolean;
  70207. /**
  70208. * Open the offline support and make it available
  70209. * @param successCallback defines the callback to call on success
  70210. * @param errorCallback defines the callback to call on error
  70211. */
  70212. open(successCallback: () => void, errorCallback: () => void): void;
  70213. /**
  70214. * Loads an image from the offline support
  70215. * @param url defines the url to load from
  70216. * @param image defines the target DOM image
  70217. */
  70218. loadImage(url: string, image: HTMLImageElement): void;
  70219. /**
  70220. * Loads a file from offline support
  70221. * @param url defines the URL to load from
  70222. * @param sceneLoaded defines a callback to call on success
  70223. * @param progressCallBack defines a callback to call when progress changed
  70224. * @param errorCallback defines a callback to call on error
  70225. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  70226. */
  70227. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  70228. }
  70229. }
  70230. declare module BABYLON {
  70231. /**
  70232. * Class used to help managing file picking and drag'n'drop
  70233. * File Storage
  70234. */
  70235. export class FilesInputStore {
  70236. /**
  70237. * List of files ready to be loaded
  70238. */
  70239. static FilesToLoad: {
  70240. [key: string]: File;
  70241. };
  70242. }
  70243. }
  70244. declare module BABYLON {
  70245. /**
  70246. * Class used to define a retry strategy when error happens while loading assets
  70247. */
  70248. export class RetryStrategy {
  70249. /**
  70250. * Function used to defines an exponential back off strategy
  70251. * @param maxRetries defines the maximum number of retries (3 by default)
  70252. * @param baseInterval defines the interval between retries
  70253. * @returns the strategy function to use
  70254. */
  70255. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  70256. }
  70257. }
  70258. declare module BABYLON {
  70259. /**
  70260. * @hidden
  70261. */
  70262. export class FileTools {
  70263. /**
  70264. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  70265. */
  70266. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  70267. /**
  70268. * Gets or sets the base URL to use to load assets
  70269. */
  70270. static BaseUrl: string;
  70271. /**
  70272. * Default behaviour for cors in the application.
  70273. * It can be a string if the expected behavior is identical in the entire app.
  70274. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  70275. */
  70276. static CorsBehavior: string | ((url: string | string[]) => string);
  70277. /**
  70278. * Gets or sets a function used to pre-process url before using them to load assets
  70279. */
  70280. static PreprocessUrl: (url: string) => string;
  70281. /**
  70282. * Removes unwanted characters from an url
  70283. * @param url defines the url to clean
  70284. * @returns the cleaned url
  70285. */
  70286. private static _CleanUrl;
  70287. /**
  70288. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  70289. * @param url define the url we are trying
  70290. * @param element define the dom element where to configure the cors policy
  70291. */
  70292. static SetCorsBehavior(url: string | string[], element: {
  70293. crossOrigin: string | null;
  70294. }): void;
  70295. /**
  70296. * Loads an image as an HTMLImageElement.
  70297. * @param input url string, ArrayBuffer, or Blob to load
  70298. * @param onLoad callback called when the image successfully loads
  70299. * @param onError callback called when the image fails to load
  70300. * @param offlineProvider offline provider for caching
  70301. * @returns the HTMLImageElement of the loaded image
  70302. */
  70303. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  70304. /**
  70305. * Loads a file
  70306. * @param fileToLoad defines the file to load
  70307. * @param callback defines the callback to call when data is loaded
  70308. * @param progressCallBack defines the callback to call during loading process
  70309. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  70310. * @returns a file request object
  70311. */
  70312. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  70313. /**
  70314. * Loads a file
  70315. * @param url url string, ArrayBuffer, or Blob to load
  70316. * @param onSuccess callback called when the file successfully loads
  70317. * @param onProgress callback called while file is loading (if the server supports this mode)
  70318. * @param offlineProvider defines the offline provider for caching
  70319. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  70320. * @param onError callback called when the file fails to load
  70321. * @returns a file request object
  70322. */
  70323. 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;
  70324. /**
  70325. * Checks if the loaded document was accessed via `file:`-Protocol.
  70326. * @returns boolean
  70327. */
  70328. static IsFileURL(): boolean;
  70329. }
  70330. }
  70331. declare module BABYLON {
  70332. /** @hidden */
  70333. export class ShaderProcessor {
  70334. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  70335. private static _ProcessPrecision;
  70336. private static _ExtractOperation;
  70337. private static _BuildSubExpression;
  70338. private static _BuildExpression;
  70339. private static _MoveCursorWithinIf;
  70340. private static _MoveCursor;
  70341. private static _EvaluatePreProcessors;
  70342. private static _PreparePreProcessors;
  70343. private static _ProcessShaderConversion;
  70344. private static _ProcessIncludes;
  70345. }
  70346. }
  70347. declare module BABYLON {
  70348. /**
  70349. * Class used to hold a RBG color
  70350. */
  70351. export class Color3 {
  70352. /**
  70353. * Defines the red component (between 0 and 1, default is 0)
  70354. */
  70355. r: number;
  70356. /**
  70357. * Defines the green component (between 0 and 1, default is 0)
  70358. */
  70359. g: number;
  70360. /**
  70361. * Defines the blue component (between 0 and 1, default is 0)
  70362. */
  70363. b: number;
  70364. /**
  70365. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  70366. * @param r defines the red component (between 0 and 1, default is 0)
  70367. * @param g defines the green component (between 0 and 1, default is 0)
  70368. * @param b defines the blue component (between 0 and 1, default is 0)
  70369. */
  70370. constructor(
  70371. /**
  70372. * Defines the red component (between 0 and 1, default is 0)
  70373. */
  70374. r?: number,
  70375. /**
  70376. * Defines the green component (between 0 and 1, default is 0)
  70377. */
  70378. g?: number,
  70379. /**
  70380. * Defines the blue component (between 0 and 1, default is 0)
  70381. */
  70382. b?: number);
  70383. /**
  70384. * Creates a string with the Color3 current values
  70385. * @returns the string representation of the Color3 object
  70386. */
  70387. toString(): string;
  70388. /**
  70389. * Returns the string "Color3"
  70390. * @returns "Color3"
  70391. */
  70392. getClassName(): string;
  70393. /**
  70394. * Compute the Color3 hash code
  70395. * @returns an unique number that can be used to hash Color3 objects
  70396. */
  70397. getHashCode(): number;
  70398. /**
  70399. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  70400. * @param array defines the array where to store the r,g,b components
  70401. * @param index defines an optional index in the target array to define where to start storing values
  70402. * @returns the current Color3 object
  70403. */
  70404. toArray(array: FloatArray, index?: number): Color3;
  70405. /**
  70406. * Returns a new Color4 object from the current Color3 and the given alpha
  70407. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  70408. * @returns a new Color4 object
  70409. */
  70410. toColor4(alpha?: number): Color4;
  70411. /**
  70412. * Returns a new array populated with 3 numeric elements : red, green and blue values
  70413. * @returns the new array
  70414. */
  70415. asArray(): number[];
  70416. /**
  70417. * Returns the luminance value
  70418. * @returns a float value
  70419. */
  70420. toLuminance(): number;
  70421. /**
  70422. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  70423. * @param otherColor defines the second operand
  70424. * @returns the new Color3 object
  70425. */
  70426. multiply(otherColor: DeepImmutable<Color3>): Color3;
  70427. /**
  70428. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  70429. * @param otherColor defines the second operand
  70430. * @param result defines the Color3 object where to store the result
  70431. * @returns the current Color3
  70432. */
  70433. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70434. /**
  70435. * Determines equality between Color3 objects
  70436. * @param otherColor defines the second operand
  70437. * @returns true if the rgb values are equal to the given ones
  70438. */
  70439. equals(otherColor: DeepImmutable<Color3>): boolean;
  70440. /**
  70441. * Determines equality between the current Color3 object and a set of r,b,g values
  70442. * @param r defines the red component to check
  70443. * @param g defines the green component to check
  70444. * @param b defines the blue component to check
  70445. * @returns true if the rgb values are equal to the given ones
  70446. */
  70447. equalsFloats(r: number, g: number, b: number): boolean;
  70448. /**
  70449. * Multiplies in place each rgb value by scale
  70450. * @param scale defines the scaling factor
  70451. * @returns the updated Color3
  70452. */
  70453. scale(scale: number): Color3;
  70454. /**
  70455. * Multiplies the rgb values by scale and stores the result into "result"
  70456. * @param scale defines the scaling factor
  70457. * @param result defines the Color3 object where to store the result
  70458. * @returns the unmodified current Color3
  70459. */
  70460. scaleToRef(scale: number, result: Color3): Color3;
  70461. /**
  70462. * Scale the current Color3 values by a factor and add the result to a given Color3
  70463. * @param scale defines the scale factor
  70464. * @param result defines color to store the result into
  70465. * @returns the unmodified current Color3
  70466. */
  70467. scaleAndAddToRef(scale: number, result: Color3): Color3;
  70468. /**
  70469. * Clamps the rgb values by the min and max values and stores the result into "result"
  70470. * @param min defines minimum clamping value (default is 0)
  70471. * @param max defines maximum clamping value (default is 1)
  70472. * @param result defines color to store the result into
  70473. * @returns the original Color3
  70474. */
  70475. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  70476. /**
  70477. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  70478. * @param otherColor defines the second operand
  70479. * @returns the new Color3
  70480. */
  70481. add(otherColor: DeepImmutable<Color3>): Color3;
  70482. /**
  70483. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  70484. * @param otherColor defines the second operand
  70485. * @param result defines Color3 object to store the result into
  70486. * @returns the unmodified current Color3
  70487. */
  70488. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70489. /**
  70490. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  70491. * @param otherColor defines the second operand
  70492. * @returns the new Color3
  70493. */
  70494. subtract(otherColor: DeepImmutable<Color3>): Color3;
  70495. /**
  70496. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  70497. * @param otherColor defines the second operand
  70498. * @param result defines Color3 object to store the result into
  70499. * @returns the unmodified current Color3
  70500. */
  70501. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70502. /**
  70503. * Copy the current object
  70504. * @returns a new Color3 copied the current one
  70505. */
  70506. clone(): Color3;
  70507. /**
  70508. * Copies the rgb values from the source in the current Color3
  70509. * @param source defines the source Color3 object
  70510. * @returns the updated Color3 object
  70511. */
  70512. copyFrom(source: DeepImmutable<Color3>): Color3;
  70513. /**
  70514. * Updates the Color3 rgb values from the given floats
  70515. * @param r defines the red component to read from
  70516. * @param g defines the green component to read from
  70517. * @param b defines the blue component to read from
  70518. * @returns the current Color3 object
  70519. */
  70520. copyFromFloats(r: number, g: number, b: number): Color3;
  70521. /**
  70522. * Updates the Color3 rgb values from the given floats
  70523. * @param r defines the red component to read from
  70524. * @param g defines the green component to read from
  70525. * @param b defines the blue component to read from
  70526. * @returns the current Color3 object
  70527. */
  70528. set(r: number, g: number, b: number): Color3;
  70529. /**
  70530. * Compute the Color3 hexadecimal code as a string
  70531. * @returns a string containing the hexadecimal representation of the Color3 object
  70532. */
  70533. toHexString(): string;
  70534. /**
  70535. * Computes a new Color3 converted from the current one to linear space
  70536. * @returns a new Color3 object
  70537. */
  70538. toLinearSpace(): Color3;
  70539. /**
  70540. * Converts current color in rgb space to HSV values
  70541. * @returns a new color3 representing the HSV values
  70542. */
  70543. toHSV(): Color3;
  70544. /**
  70545. * Converts current color in rgb space to HSV values
  70546. * @param result defines the Color3 where to store the HSV values
  70547. */
  70548. toHSVToRef(result: Color3): void;
  70549. /**
  70550. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  70551. * @param convertedColor defines the Color3 object where to store the linear space version
  70552. * @returns the unmodified Color3
  70553. */
  70554. toLinearSpaceToRef(convertedColor: Color3): Color3;
  70555. /**
  70556. * Computes a new Color3 converted from the current one to gamma space
  70557. * @returns a new Color3 object
  70558. */
  70559. toGammaSpace(): Color3;
  70560. /**
  70561. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  70562. * @param convertedColor defines the Color3 object where to store the gamma space version
  70563. * @returns the unmodified Color3
  70564. */
  70565. toGammaSpaceToRef(convertedColor: Color3): Color3;
  70566. private static _BlackReadOnly;
  70567. /**
  70568. * Convert Hue, saturation and value to a Color3 (RGB)
  70569. * @param hue defines the hue
  70570. * @param saturation defines the saturation
  70571. * @param value defines the value
  70572. * @param result defines the Color3 where to store the RGB values
  70573. */
  70574. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  70575. /**
  70576. * Creates a new Color3 from the string containing valid hexadecimal values
  70577. * @param hex defines a string containing valid hexadecimal values
  70578. * @returns a new Color3 object
  70579. */
  70580. static FromHexString(hex: string): Color3;
  70581. /**
  70582. * Creates a new Color3 from the starting index of the given array
  70583. * @param array defines the source array
  70584. * @param offset defines an offset in the source array
  70585. * @returns a new Color3 object
  70586. */
  70587. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  70588. /**
  70589. * Creates a new Color3 from integer values (< 256)
  70590. * @param r defines the red component to read from (value between 0 and 255)
  70591. * @param g defines the green component to read from (value between 0 and 255)
  70592. * @param b defines the blue component to read from (value between 0 and 255)
  70593. * @returns a new Color3 object
  70594. */
  70595. static FromInts(r: number, g: number, b: number): Color3;
  70596. /**
  70597. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  70598. * @param start defines the start Color3 value
  70599. * @param end defines the end Color3 value
  70600. * @param amount defines the gradient value between start and end
  70601. * @returns a new Color3 object
  70602. */
  70603. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  70604. /**
  70605. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  70606. * @param left defines the start value
  70607. * @param right defines the end value
  70608. * @param amount defines the gradient factor
  70609. * @param result defines the Color3 object where to store the result
  70610. */
  70611. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  70612. /**
  70613. * Returns a Color3 value containing a red color
  70614. * @returns a new Color3 object
  70615. */
  70616. static Red(): Color3;
  70617. /**
  70618. * Returns a Color3 value containing a green color
  70619. * @returns a new Color3 object
  70620. */
  70621. static Green(): Color3;
  70622. /**
  70623. * Returns a Color3 value containing a blue color
  70624. * @returns a new Color3 object
  70625. */
  70626. static Blue(): Color3;
  70627. /**
  70628. * Returns a Color3 value containing a black color
  70629. * @returns a new Color3 object
  70630. */
  70631. static Black(): Color3;
  70632. /**
  70633. * Gets a Color3 value containing a black color that must not be updated
  70634. */
  70635. static readonly BlackReadOnly: DeepImmutable<Color3>;
  70636. /**
  70637. * Returns a Color3 value containing a white color
  70638. * @returns a new Color3 object
  70639. */
  70640. static White(): Color3;
  70641. /**
  70642. * Returns a Color3 value containing a purple color
  70643. * @returns a new Color3 object
  70644. */
  70645. static Purple(): Color3;
  70646. /**
  70647. * Returns a Color3 value containing a magenta color
  70648. * @returns a new Color3 object
  70649. */
  70650. static Magenta(): Color3;
  70651. /**
  70652. * Returns a Color3 value containing a yellow color
  70653. * @returns a new Color3 object
  70654. */
  70655. static Yellow(): Color3;
  70656. /**
  70657. * Returns a Color3 value containing a gray color
  70658. * @returns a new Color3 object
  70659. */
  70660. static Gray(): Color3;
  70661. /**
  70662. * Returns a Color3 value containing a teal color
  70663. * @returns a new Color3 object
  70664. */
  70665. static Teal(): Color3;
  70666. /**
  70667. * Returns a Color3 value containing a random color
  70668. * @returns a new Color3 object
  70669. */
  70670. static Random(): Color3;
  70671. }
  70672. /**
  70673. * Class used to hold a RBGA color
  70674. */
  70675. export class Color4 {
  70676. /**
  70677. * Defines the red component (between 0 and 1, default is 0)
  70678. */
  70679. r: number;
  70680. /**
  70681. * Defines the green component (between 0 and 1, default is 0)
  70682. */
  70683. g: number;
  70684. /**
  70685. * Defines the blue component (between 0 and 1, default is 0)
  70686. */
  70687. b: number;
  70688. /**
  70689. * Defines the alpha component (between 0 and 1, default is 1)
  70690. */
  70691. a: number;
  70692. /**
  70693. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  70694. * @param r defines the red component (between 0 and 1, default is 0)
  70695. * @param g defines the green component (between 0 and 1, default is 0)
  70696. * @param b defines the blue component (between 0 and 1, default is 0)
  70697. * @param a defines the alpha component (between 0 and 1, default is 1)
  70698. */
  70699. constructor(
  70700. /**
  70701. * Defines the red component (between 0 and 1, default is 0)
  70702. */
  70703. r?: number,
  70704. /**
  70705. * Defines the green component (between 0 and 1, default is 0)
  70706. */
  70707. g?: number,
  70708. /**
  70709. * Defines the blue component (between 0 and 1, default is 0)
  70710. */
  70711. b?: number,
  70712. /**
  70713. * Defines the alpha component (between 0 and 1, default is 1)
  70714. */
  70715. a?: number);
  70716. /**
  70717. * Adds in place the given Color4 values to the current Color4 object
  70718. * @param right defines the second operand
  70719. * @returns the current updated Color4 object
  70720. */
  70721. addInPlace(right: DeepImmutable<Color4>): Color4;
  70722. /**
  70723. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  70724. * @returns the new array
  70725. */
  70726. asArray(): number[];
  70727. /**
  70728. * Stores from the starting index in the given array the Color4 successive values
  70729. * @param array defines the array where to store the r,g,b components
  70730. * @param index defines an optional index in the target array to define where to start storing values
  70731. * @returns the current Color4 object
  70732. */
  70733. toArray(array: number[], index?: number): Color4;
  70734. /**
  70735. * Determines equality between Color4 objects
  70736. * @param otherColor defines the second operand
  70737. * @returns true if the rgba values are equal to the given ones
  70738. */
  70739. equals(otherColor: DeepImmutable<Color4>): boolean;
  70740. /**
  70741. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  70742. * @param right defines the second operand
  70743. * @returns a new Color4 object
  70744. */
  70745. add(right: DeepImmutable<Color4>): Color4;
  70746. /**
  70747. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  70748. * @param right defines the second operand
  70749. * @returns a new Color4 object
  70750. */
  70751. subtract(right: DeepImmutable<Color4>): Color4;
  70752. /**
  70753. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  70754. * @param right defines the second operand
  70755. * @param result defines the Color4 object where to store the result
  70756. * @returns the current Color4 object
  70757. */
  70758. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  70759. /**
  70760. * Creates a new Color4 with the current Color4 values multiplied by scale
  70761. * @param scale defines the scaling factor to apply
  70762. * @returns a new Color4 object
  70763. */
  70764. scale(scale: number): Color4;
  70765. /**
  70766. * Multiplies the current Color4 values by scale and stores the result in "result"
  70767. * @param scale defines the scaling factor to apply
  70768. * @param result defines the Color4 object where to store the result
  70769. * @returns the current unmodified Color4
  70770. */
  70771. scaleToRef(scale: number, result: Color4): Color4;
  70772. /**
  70773. * Scale the current Color4 values by a factor and add the result to a given Color4
  70774. * @param scale defines the scale factor
  70775. * @param result defines the Color4 object where to store the result
  70776. * @returns the unmodified current Color4
  70777. */
  70778. scaleAndAddToRef(scale: number, result: Color4): Color4;
  70779. /**
  70780. * Clamps the rgb values by the min and max values and stores the result into "result"
  70781. * @param min defines minimum clamping value (default is 0)
  70782. * @param max defines maximum clamping value (default is 1)
  70783. * @param result defines color to store the result into.
  70784. * @returns the cuurent Color4
  70785. */
  70786. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  70787. /**
  70788. * Multipy an Color4 value by another and return a new Color4 object
  70789. * @param color defines the Color4 value to multiply by
  70790. * @returns a new Color4 object
  70791. */
  70792. multiply(color: Color4): Color4;
  70793. /**
  70794. * Multipy a Color4 value by another and push the result in a reference value
  70795. * @param color defines the Color4 value to multiply by
  70796. * @param result defines the Color4 to fill the result in
  70797. * @returns the result Color4
  70798. */
  70799. multiplyToRef(color: Color4, result: Color4): Color4;
  70800. /**
  70801. * Creates a string with the Color4 current values
  70802. * @returns the string representation of the Color4 object
  70803. */
  70804. toString(): string;
  70805. /**
  70806. * Returns the string "Color4"
  70807. * @returns "Color4"
  70808. */
  70809. getClassName(): string;
  70810. /**
  70811. * Compute the Color4 hash code
  70812. * @returns an unique number that can be used to hash Color4 objects
  70813. */
  70814. getHashCode(): number;
  70815. /**
  70816. * Creates a new Color4 copied from the current one
  70817. * @returns a new Color4 object
  70818. */
  70819. clone(): Color4;
  70820. /**
  70821. * Copies the given Color4 values into the current one
  70822. * @param source defines the source Color4 object
  70823. * @returns the current updated Color4 object
  70824. */
  70825. copyFrom(source: Color4): Color4;
  70826. /**
  70827. * Copies the given float values into the current one
  70828. * @param r defines the red component to read from
  70829. * @param g defines the green component to read from
  70830. * @param b defines the blue component to read from
  70831. * @param a defines the alpha component to read from
  70832. * @returns the current updated Color4 object
  70833. */
  70834. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  70835. /**
  70836. * Copies the given float values into the current one
  70837. * @param r defines the red component to read from
  70838. * @param g defines the green component to read from
  70839. * @param b defines the blue component to read from
  70840. * @param a defines the alpha component to read from
  70841. * @returns the current updated Color4 object
  70842. */
  70843. set(r: number, g: number, b: number, a: number): Color4;
  70844. /**
  70845. * Compute the Color4 hexadecimal code as a string
  70846. * @returns a string containing the hexadecimal representation of the Color4 object
  70847. */
  70848. toHexString(): string;
  70849. /**
  70850. * Computes a new Color4 converted from the current one to linear space
  70851. * @returns a new Color4 object
  70852. */
  70853. toLinearSpace(): Color4;
  70854. /**
  70855. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  70856. * @param convertedColor defines the Color4 object where to store the linear space version
  70857. * @returns the unmodified Color4
  70858. */
  70859. toLinearSpaceToRef(convertedColor: Color4): Color4;
  70860. /**
  70861. * Computes a new Color4 converted from the current one to gamma space
  70862. * @returns a new Color4 object
  70863. */
  70864. toGammaSpace(): Color4;
  70865. /**
  70866. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  70867. * @param convertedColor defines the Color4 object where to store the gamma space version
  70868. * @returns the unmodified Color4
  70869. */
  70870. toGammaSpaceToRef(convertedColor: Color4): Color4;
  70871. /**
  70872. * Creates a new Color4 from the string containing valid hexadecimal values
  70873. * @param hex defines a string containing valid hexadecimal values
  70874. * @returns a new Color4 object
  70875. */
  70876. static FromHexString(hex: string): Color4;
  70877. /**
  70878. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  70879. * @param left defines the start value
  70880. * @param right defines the end value
  70881. * @param amount defines the gradient factor
  70882. * @returns a new Color4 object
  70883. */
  70884. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  70885. /**
  70886. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  70887. * @param left defines the start value
  70888. * @param right defines the end value
  70889. * @param amount defines the gradient factor
  70890. * @param result defines the Color4 object where to store data
  70891. */
  70892. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  70893. /**
  70894. * Creates a new Color4 from a Color3 and an alpha value
  70895. * @param color3 defines the source Color3 to read from
  70896. * @param alpha defines the alpha component (1.0 by default)
  70897. * @returns a new Color4 object
  70898. */
  70899. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  70900. /**
  70901. * Creates a new Color4 from the starting index element of the given array
  70902. * @param array defines the source array to read from
  70903. * @param offset defines the offset in the source array
  70904. * @returns a new Color4 object
  70905. */
  70906. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  70907. /**
  70908. * Creates a new Color3 from integer values (< 256)
  70909. * @param r defines the red component to read from (value between 0 and 255)
  70910. * @param g defines the green component to read from (value between 0 and 255)
  70911. * @param b defines the blue component to read from (value between 0 and 255)
  70912. * @param a defines the alpha component to read from (value between 0 and 255)
  70913. * @returns a new Color3 object
  70914. */
  70915. static FromInts(r: number, g: number, b: number, a: number): Color4;
  70916. /**
  70917. * Check the content of a given array and convert it to an array containing RGBA data
  70918. * If the original array was already containing count * 4 values then it is returned directly
  70919. * @param colors defines the array to check
  70920. * @param count defines the number of RGBA data to expect
  70921. * @returns an array containing count * 4 values (RGBA)
  70922. */
  70923. static CheckColors4(colors: number[], count: number): number[];
  70924. }
  70925. /**
  70926. * @hidden
  70927. */
  70928. export class TmpColors {
  70929. static Color3: Color3[];
  70930. static Color4: Color4[];
  70931. }
  70932. }
  70933. declare module BABYLON {
  70934. /**
  70935. * Class representing spherical harmonics coefficients to the 3rd degree
  70936. */
  70937. export class SphericalHarmonics {
  70938. /**
  70939. * Defines whether or not the harmonics have been prescaled for rendering.
  70940. */
  70941. preScaled: boolean;
  70942. /**
  70943. * The l0,0 coefficients of the spherical harmonics
  70944. */
  70945. l00: Vector3;
  70946. /**
  70947. * The l1,-1 coefficients of the spherical harmonics
  70948. */
  70949. l1_1: Vector3;
  70950. /**
  70951. * The l1,0 coefficients of the spherical harmonics
  70952. */
  70953. l10: Vector3;
  70954. /**
  70955. * The l1,1 coefficients of the spherical harmonics
  70956. */
  70957. l11: Vector3;
  70958. /**
  70959. * The l2,-2 coefficients of the spherical harmonics
  70960. */
  70961. l2_2: Vector3;
  70962. /**
  70963. * The l2,-1 coefficients of the spherical harmonics
  70964. */
  70965. l2_1: Vector3;
  70966. /**
  70967. * The l2,0 coefficients of the spherical harmonics
  70968. */
  70969. l20: Vector3;
  70970. /**
  70971. * The l2,1 coefficients of the spherical harmonics
  70972. */
  70973. l21: Vector3;
  70974. /**
  70975. * The l2,2 coefficients of the spherical harmonics
  70976. */
  70977. l22: Vector3;
  70978. /**
  70979. * Adds a light to the spherical harmonics
  70980. * @param direction the direction of the light
  70981. * @param color the color of the light
  70982. * @param deltaSolidAngle the delta solid angle of the light
  70983. */
  70984. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  70985. /**
  70986. * Scales the spherical harmonics by the given amount
  70987. * @param scale the amount to scale
  70988. */
  70989. scaleInPlace(scale: number): void;
  70990. /**
  70991. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  70992. *
  70993. * ```
  70994. * E_lm = A_l * L_lm
  70995. * ```
  70996. *
  70997. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  70998. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  70999. * the scaling factors are given in equation 9.
  71000. */
  71001. convertIncidentRadianceToIrradiance(): void;
  71002. /**
  71003. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  71004. *
  71005. * ```
  71006. * L = (1/pi) * E * rho
  71007. * ```
  71008. *
  71009. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  71010. */
  71011. convertIrradianceToLambertianRadiance(): void;
  71012. /**
  71013. * Integrates the reconstruction coefficients directly in to the SH preventing further
  71014. * required operations at run time.
  71015. *
  71016. * This is simply done by scaling back the SH with Ylm constants parameter.
  71017. * The trigonometric part being applied by the shader at run time.
  71018. */
  71019. preScaleForRendering(): void;
  71020. /**
  71021. * Constructs a spherical harmonics from an array.
  71022. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  71023. * @returns the spherical harmonics
  71024. */
  71025. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  71026. /**
  71027. * Gets the spherical harmonics from polynomial
  71028. * @param polynomial the spherical polynomial
  71029. * @returns the spherical harmonics
  71030. */
  71031. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  71032. }
  71033. /**
  71034. * Class representing spherical polynomial coefficients to the 3rd degree
  71035. */
  71036. export class SphericalPolynomial {
  71037. private _harmonics;
  71038. /**
  71039. * The spherical harmonics used to create the polynomials.
  71040. */
  71041. readonly preScaledHarmonics: SphericalHarmonics;
  71042. /**
  71043. * The x coefficients of the spherical polynomial
  71044. */
  71045. x: Vector3;
  71046. /**
  71047. * The y coefficients of the spherical polynomial
  71048. */
  71049. y: Vector3;
  71050. /**
  71051. * The z coefficients of the spherical polynomial
  71052. */
  71053. z: Vector3;
  71054. /**
  71055. * The xx coefficients of the spherical polynomial
  71056. */
  71057. xx: Vector3;
  71058. /**
  71059. * The yy coefficients of the spherical polynomial
  71060. */
  71061. yy: Vector3;
  71062. /**
  71063. * The zz coefficients of the spherical polynomial
  71064. */
  71065. zz: Vector3;
  71066. /**
  71067. * The xy coefficients of the spherical polynomial
  71068. */
  71069. xy: Vector3;
  71070. /**
  71071. * The yz coefficients of the spherical polynomial
  71072. */
  71073. yz: Vector3;
  71074. /**
  71075. * The zx coefficients of the spherical polynomial
  71076. */
  71077. zx: Vector3;
  71078. /**
  71079. * Adds an ambient color to the spherical polynomial
  71080. * @param color the color to add
  71081. */
  71082. addAmbient(color: Color3): void;
  71083. /**
  71084. * Scales the spherical polynomial by the given amount
  71085. * @param scale the amount to scale
  71086. */
  71087. scaleInPlace(scale: number): void;
  71088. /**
  71089. * Gets the spherical polynomial from harmonics
  71090. * @param harmonics the spherical harmonics
  71091. * @returns the spherical polynomial
  71092. */
  71093. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  71094. /**
  71095. * Constructs a spherical polynomial from an array.
  71096. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  71097. * @returns the spherical polynomial
  71098. */
  71099. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  71100. }
  71101. }
  71102. declare module BABYLON {
  71103. /**
  71104. * Define options used to create a render target texture
  71105. */
  71106. export class RenderTargetCreationOptions {
  71107. /**
  71108. * Specifies is mipmaps must be generated
  71109. */
  71110. generateMipMaps?: boolean;
  71111. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  71112. generateDepthBuffer?: boolean;
  71113. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  71114. generateStencilBuffer?: boolean;
  71115. /** Defines texture type (int by default) */
  71116. type?: number;
  71117. /** Defines sampling mode (trilinear by default) */
  71118. samplingMode?: number;
  71119. /** Defines format (RGBA by default) */
  71120. format?: number;
  71121. }
  71122. }
  71123. declare module BABYLON {
  71124. /**
  71125. * @hidden
  71126. **/
  71127. export class _AlphaState {
  71128. private _isAlphaBlendDirty;
  71129. private _isBlendFunctionParametersDirty;
  71130. private _isBlendEquationParametersDirty;
  71131. private _isBlendConstantsDirty;
  71132. private _alphaBlend;
  71133. private _blendFunctionParameters;
  71134. private _blendEquationParameters;
  71135. private _blendConstants;
  71136. /**
  71137. * Initializes the state.
  71138. */
  71139. constructor();
  71140. readonly isDirty: boolean;
  71141. alphaBlend: boolean;
  71142. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  71143. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  71144. setAlphaEquationParameters(rgb: number, alpha: number): void;
  71145. reset(): void;
  71146. apply(gl: WebGLRenderingContext): void;
  71147. }
  71148. }
  71149. declare module BABYLON {
  71150. /**
  71151. * @hidden
  71152. **/
  71153. export class _DepthCullingState {
  71154. private _isDepthTestDirty;
  71155. private _isDepthMaskDirty;
  71156. private _isDepthFuncDirty;
  71157. private _isCullFaceDirty;
  71158. private _isCullDirty;
  71159. private _isZOffsetDirty;
  71160. private _isFrontFaceDirty;
  71161. private _depthTest;
  71162. private _depthMask;
  71163. private _depthFunc;
  71164. private _cull;
  71165. private _cullFace;
  71166. private _zOffset;
  71167. private _frontFace;
  71168. /**
  71169. * Initializes the state.
  71170. */
  71171. constructor();
  71172. readonly isDirty: boolean;
  71173. zOffset: number;
  71174. cullFace: Nullable<number>;
  71175. cull: Nullable<boolean>;
  71176. depthFunc: Nullable<number>;
  71177. depthMask: boolean;
  71178. depthTest: boolean;
  71179. frontFace: Nullable<number>;
  71180. reset(): void;
  71181. apply(gl: WebGLRenderingContext): void;
  71182. }
  71183. }
  71184. declare module BABYLON {
  71185. /**
  71186. * @hidden
  71187. **/
  71188. export class _StencilState {
  71189. /** 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 */
  71190. static readonly ALWAYS: number;
  71191. /** Passed to stencilOperation to specify that stencil value must be kept */
  71192. static readonly KEEP: number;
  71193. /** Passed to stencilOperation to specify that stencil value must be replaced */
  71194. static readonly REPLACE: number;
  71195. private _isStencilTestDirty;
  71196. private _isStencilMaskDirty;
  71197. private _isStencilFuncDirty;
  71198. private _isStencilOpDirty;
  71199. private _stencilTest;
  71200. private _stencilMask;
  71201. private _stencilFunc;
  71202. private _stencilFuncRef;
  71203. private _stencilFuncMask;
  71204. private _stencilOpStencilFail;
  71205. private _stencilOpDepthFail;
  71206. private _stencilOpStencilDepthPass;
  71207. readonly isDirty: boolean;
  71208. stencilFunc: number;
  71209. stencilFuncRef: number;
  71210. stencilFuncMask: number;
  71211. stencilOpStencilFail: number;
  71212. stencilOpDepthFail: number;
  71213. stencilOpStencilDepthPass: number;
  71214. stencilMask: number;
  71215. stencilTest: boolean;
  71216. constructor();
  71217. reset(): void;
  71218. apply(gl: WebGLRenderingContext): void;
  71219. }
  71220. }
  71221. declare module BABYLON {
  71222. /**
  71223. * @hidden
  71224. **/
  71225. export class _TimeToken {
  71226. _startTimeQuery: Nullable<WebGLQuery>;
  71227. _endTimeQuery: Nullable<WebGLQuery>;
  71228. _timeElapsedQuery: Nullable<WebGLQuery>;
  71229. _timeElapsedQueryEnded: boolean;
  71230. }
  71231. }
  71232. declare module BABYLON {
  71233. /**
  71234. * Class used to evalaute queries containing `and` and `or` operators
  71235. */
  71236. export class AndOrNotEvaluator {
  71237. /**
  71238. * Evaluate a query
  71239. * @param query defines the query to evaluate
  71240. * @param evaluateCallback defines the callback used to filter result
  71241. * @returns true if the query matches
  71242. */
  71243. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  71244. private static _HandleParenthesisContent;
  71245. private static _SimplifyNegation;
  71246. }
  71247. }
  71248. declare module BABYLON {
  71249. /**
  71250. * Class used to store custom tags
  71251. */
  71252. export class Tags {
  71253. /**
  71254. * Adds support for tags on the given object
  71255. * @param obj defines the object to use
  71256. */
  71257. static EnableFor(obj: any): void;
  71258. /**
  71259. * Removes tags support
  71260. * @param obj defines the object to use
  71261. */
  71262. static DisableFor(obj: any): void;
  71263. /**
  71264. * Gets a boolean indicating if the given object has tags
  71265. * @param obj defines the object to use
  71266. * @returns a boolean
  71267. */
  71268. static HasTags(obj: any): boolean;
  71269. /**
  71270. * Gets the tags available on a given object
  71271. * @param obj defines the object to use
  71272. * @param asString defines if the tags must be returned as a string instead of an array of strings
  71273. * @returns the tags
  71274. */
  71275. static GetTags(obj: any, asString?: boolean): any;
  71276. /**
  71277. * Adds tags to an object
  71278. * @param obj defines the object to use
  71279. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  71280. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  71281. */
  71282. static AddTagsTo(obj: any, tagsString: string): void;
  71283. /**
  71284. * @hidden
  71285. */
  71286. static _AddTagTo(obj: any, tag: string): void;
  71287. /**
  71288. * Removes specific tags from a specific object
  71289. * @param obj defines the object to use
  71290. * @param tagsString defines the tags to remove
  71291. */
  71292. static RemoveTagsFrom(obj: any, tagsString: string): void;
  71293. /**
  71294. * @hidden
  71295. */
  71296. static _RemoveTagFrom(obj: any, tag: string): void;
  71297. /**
  71298. * Defines if tags hosted on an object match a given query
  71299. * @param obj defines the object to use
  71300. * @param tagsQuery defines the tag query
  71301. * @returns a boolean
  71302. */
  71303. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  71304. }
  71305. }
  71306. declare module BABYLON {
  71307. /**
  71308. * Defines potential orientation for back face culling
  71309. */
  71310. export enum Orientation {
  71311. /**
  71312. * Clockwise
  71313. */
  71314. CW = 0,
  71315. /** Counter clockwise */
  71316. CCW = 1
  71317. }
  71318. /** Class used to represent a Bezier curve */
  71319. export class BezierCurve {
  71320. /**
  71321. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  71322. * @param t defines the time
  71323. * @param x1 defines the left coordinate on X axis
  71324. * @param y1 defines the left coordinate on Y axis
  71325. * @param x2 defines the right coordinate on X axis
  71326. * @param y2 defines the right coordinate on Y axis
  71327. * @returns the interpolated value
  71328. */
  71329. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  71330. }
  71331. /**
  71332. * Defines angle representation
  71333. */
  71334. export class Angle {
  71335. private _radians;
  71336. /**
  71337. * Creates an Angle object of "radians" radians (float).
  71338. * @param radians the angle in radians
  71339. */
  71340. constructor(radians: number);
  71341. /**
  71342. * Get value in degrees
  71343. * @returns the Angle value in degrees (float)
  71344. */
  71345. degrees(): number;
  71346. /**
  71347. * Get value in radians
  71348. * @returns the Angle value in radians (float)
  71349. */
  71350. radians(): number;
  71351. /**
  71352. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  71353. * @param a defines first vector
  71354. * @param b defines second vector
  71355. * @returns a new Angle
  71356. */
  71357. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  71358. /**
  71359. * Gets a new Angle object from the given float in radians
  71360. * @param radians defines the angle value in radians
  71361. * @returns a new Angle
  71362. */
  71363. static FromRadians(radians: number): Angle;
  71364. /**
  71365. * Gets a new Angle object from the given float in degrees
  71366. * @param degrees defines the angle value in degrees
  71367. * @returns a new Angle
  71368. */
  71369. static FromDegrees(degrees: number): Angle;
  71370. }
  71371. /**
  71372. * This represents an arc in a 2d space.
  71373. */
  71374. export class Arc2 {
  71375. /** Defines the start point of the arc */
  71376. startPoint: Vector2;
  71377. /** Defines the mid point of the arc */
  71378. midPoint: Vector2;
  71379. /** Defines the end point of the arc */
  71380. endPoint: Vector2;
  71381. /**
  71382. * Defines the center point of the arc.
  71383. */
  71384. centerPoint: Vector2;
  71385. /**
  71386. * Defines the radius of the arc.
  71387. */
  71388. radius: number;
  71389. /**
  71390. * Defines the angle of the arc (from mid point to end point).
  71391. */
  71392. angle: Angle;
  71393. /**
  71394. * Defines the start angle of the arc (from start point to middle point).
  71395. */
  71396. startAngle: Angle;
  71397. /**
  71398. * Defines the orientation of the arc (clock wise/counter clock wise).
  71399. */
  71400. orientation: Orientation;
  71401. /**
  71402. * Creates an Arc object from the three given points : start, middle and end.
  71403. * @param startPoint Defines the start point of the arc
  71404. * @param midPoint Defines the midlle point of the arc
  71405. * @param endPoint Defines the end point of the arc
  71406. */
  71407. constructor(
  71408. /** Defines the start point of the arc */
  71409. startPoint: Vector2,
  71410. /** Defines the mid point of the arc */
  71411. midPoint: Vector2,
  71412. /** Defines the end point of the arc */
  71413. endPoint: Vector2);
  71414. }
  71415. /**
  71416. * Represents a 2D path made up of multiple 2D points
  71417. */
  71418. export class Path2 {
  71419. private _points;
  71420. private _length;
  71421. /**
  71422. * If the path start and end point are the same
  71423. */
  71424. closed: boolean;
  71425. /**
  71426. * Creates a Path2 object from the starting 2D coordinates x and y.
  71427. * @param x the starting points x value
  71428. * @param y the starting points y value
  71429. */
  71430. constructor(x: number, y: number);
  71431. /**
  71432. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  71433. * @param x the added points x value
  71434. * @param y the added points y value
  71435. * @returns the updated Path2.
  71436. */
  71437. addLineTo(x: number, y: number): Path2;
  71438. /**
  71439. * 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.
  71440. * @param midX middle point x value
  71441. * @param midY middle point y value
  71442. * @param endX end point x value
  71443. * @param endY end point y value
  71444. * @param numberOfSegments (default: 36)
  71445. * @returns the updated Path2.
  71446. */
  71447. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  71448. /**
  71449. * Closes the Path2.
  71450. * @returns the Path2.
  71451. */
  71452. close(): Path2;
  71453. /**
  71454. * Gets the sum of the distance between each sequential point in the path
  71455. * @returns the Path2 total length (float).
  71456. */
  71457. length(): number;
  71458. /**
  71459. * Gets the points which construct the path
  71460. * @returns the Path2 internal array of points.
  71461. */
  71462. getPoints(): Vector2[];
  71463. /**
  71464. * Retreives the point at the distance aways from the starting point
  71465. * @param normalizedLengthPosition the length along the path to retreive the point from
  71466. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  71467. */
  71468. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  71469. /**
  71470. * Creates a new path starting from an x and y position
  71471. * @param x starting x value
  71472. * @param y starting y value
  71473. * @returns a new Path2 starting at the coordinates (x, y).
  71474. */
  71475. static StartingAt(x: number, y: number): Path2;
  71476. }
  71477. /**
  71478. * Represents a 3D path made up of multiple 3D points
  71479. */
  71480. export class Path3D {
  71481. /**
  71482. * an array of Vector3, the curve axis of the Path3D
  71483. */
  71484. path: Vector3[];
  71485. private _curve;
  71486. private _distances;
  71487. private _tangents;
  71488. private _normals;
  71489. private _binormals;
  71490. private _raw;
  71491. /**
  71492. * new Path3D(path, normal, raw)
  71493. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  71494. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  71495. * @param path an array of Vector3, the curve axis of the Path3D
  71496. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  71497. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  71498. */
  71499. constructor(
  71500. /**
  71501. * an array of Vector3, the curve axis of the Path3D
  71502. */
  71503. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  71504. /**
  71505. * Returns the Path3D array of successive Vector3 designing its curve.
  71506. * @returns the Path3D array of successive Vector3 designing its curve.
  71507. */
  71508. getCurve(): Vector3[];
  71509. /**
  71510. * Returns an array populated with tangent vectors on each Path3D curve point.
  71511. * @returns an array populated with tangent vectors on each Path3D curve point.
  71512. */
  71513. getTangents(): Vector3[];
  71514. /**
  71515. * Returns an array populated with normal vectors on each Path3D curve point.
  71516. * @returns an array populated with normal vectors on each Path3D curve point.
  71517. */
  71518. getNormals(): Vector3[];
  71519. /**
  71520. * Returns an array populated with binormal vectors on each Path3D curve point.
  71521. * @returns an array populated with binormal vectors on each Path3D curve point.
  71522. */
  71523. getBinormals(): Vector3[];
  71524. /**
  71525. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  71526. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  71527. */
  71528. getDistances(): number[];
  71529. /**
  71530. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  71531. * @param path path which all values are copied into the curves points
  71532. * @param firstNormal which should be projected onto the curve
  71533. * @returns the same object updated.
  71534. */
  71535. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  71536. private _compute;
  71537. private _getFirstNonNullVector;
  71538. private _getLastNonNullVector;
  71539. private _normalVector;
  71540. }
  71541. /**
  71542. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  71543. * A Curve3 is designed from a series of successive Vector3.
  71544. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  71545. */
  71546. export class Curve3 {
  71547. private _points;
  71548. private _length;
  71549. /**
  71550. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  71551. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  71552. * @param v1 (Vector3) the control point
  71553. * @param v2 (Vector3) the end point of the Quadratic Bezier
  71554. * @param nbPoints (integer) the wanted number of points in the curve
  71555. * @returns the created Curve3
  71556. */
  71557. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71558. /**
  71559. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  71560. * @param v0 (Vector3) the origin point of the Cubic Bezier
  71561. * @param v1 (Vector3) the first control point
  71562. * @param v2 (Vector3) the second control point
  71563. * @param v3 (Vector3) the end point of the Cubic Bezier
  71564. * @param nbPoints (integer) the wanted number of points in the curve
  71565. * @returns the created Curve3
  71566. */
  71567. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71568. /**
  71569. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  71570. * @param p1 (Vector3) the origin point of the Hermite Spline
  71571. * @param t1 (Vector3) the tangent vector at the origin point
  71572. * @param p2 (Vector3) the end point of the Hermite Spline
  71573. * @param t2 (Vector3) the tangent vector at the end point
  71574. * @param nbPoints (integer) the wanted number of points in the curve
  71575. * @returns the created Curve3
  71576. */
  71577. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71578. /**
  71579. * Returns a Curve3 object along a CatmullRom Spline curve :
  71580. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  71581. * @param nbPoints (integer) the wanted number of points between each curve control points
  71582. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  71583. * @returns the created Curve3
  71584. */
  71585. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  71586. /**
  71587. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  71588. * A Curve3 is designed from a series of successive Vector3.
  71589. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  71590. * @param points points which make up the curve
  71591. */
  71592. constructor(points: Vector3[]);
  71593. /**
  71594. * @returns the Curve3 stored array of successive Vector3
  71595. */
  71596. getPoints(): Vector3[];
  71597. /**
  71598. * @returns the computed length (float) of the curve.
  71599. */
  71600. length(): number;
  71601. /**
  71602. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  71603. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  71604. * curveA and curveB keep unchanged.
  71605. * @param curve the curve to continue from this curve
  71606. * @returns the newly constructed curve
  71607. */
  71608. continue(curve: DeepImmutable<Curve3>): Curve3;
  71609. private _computeLength;
  71610. }
  71611. }
  71612. declare module BABYLON {
  71613. /**
  71614. * This represents the main contract an easing function should follow.
  71615. * Easing functions are used throughout the animation system.
  71616. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71617. */
  71618. export interface IEasingFunction {
  71619. /**
  71620. * Given an input gradient between 0 and 1, this returns the corrseponding value
  71621. * of the easing function.
  71622. * The link below provides some of the most common examples of easing functions.
  71623. * @see https://easings.net/
  71624. * @param gradient Defines the value between 0 and 1 we want the easing value for
  71625. * @returns the corresponding value on the curve defined by the easing function
  71626. */
  71627. ease(gradient: number): number;
  71628. }
  71629. /**
  71630. * Base class used for every default easing function.
  71631. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71632. */
  71633. export class EasingFunction implements IEasingFunction {
  71634. /**
  71635. * Interpolation follows the mathematical formula associated with the easing function.
  71636. */
  71637. static readonly EASINGMODE_EASEIN: number;
  71638. /**
  71639. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  71640. */
  71641. static readonly EASINGMODE_EASEOUT: number;
  71642. /**
  71643. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  71644. */
  71645. static readonly EASINGMODE_EASEINOUT: number;
  71646. private _easingMode;
  71647. /**
  71648. * Sets the easing mode of the current function.
  71649. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  71650. */
  71651. setEasingMode(easingMode: number): void;
  71652. /**
  71653. * Gets the current easing mode.
  71654. * @returns the easing mode
  71655. */
  71656. getEasingMode(): number;
  71657. /**
  71658. * @hidden
  71659. */
  71660. easeInCore(gradient: number): number;
  71661. /**
  71662. * Given an input gradient between 0 and 1, this returns the corresponding value
  71663. * of the easing function.
  71664. * @param gradient Defines the value between 0 and 1 we want the easing value for
  71665. * @returns the corresponding value on the curve defined by the easing function
  71666. */
  71667. ease(gradient: number): number;
  71668. }
  71669. /**
  71670. * Easing function with a circle shape (see link below).
  71671. * @see https://easings.net/#easeInCirc
  71672. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71673. */
  71674. export class CircleEase extends EasingFunction implements IEasingFunction {
  71675. /** @hidden */
  71676. easeInCore(gradient: number): number;
  71677. }
  71678. /**
  71679. * Easing function with a ease back shape (see link below).
  71680. * @see https://easings.net/#easeInBack
  71681. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71682. */
  71683. export class BackEase extends EasingFunction implements IEasingFunction {
  71684. /** Defines the amplitude of the function */
  71685. amplitude: number;
  71686. /**
  71687. * Instantiates a back ease easing
  71688. * @see https://easings.net/#easeInBack
  71689. * @param amplitude Defines the amplitude of the function
  71690. */
  71691. constructor(
  71692. /** Defines the amplitude of the function */
  71693. amplitude?: number);
  71694. /** @hidden */
  71695. easeInCore(gradient: number): number;
  71696. }
  71697. /**
  71698. * Easing function with a bouncing shape (see link below).
  71699. * @see https://easings.net/#easeInBounce
  71700. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71701. */
  71702. export class BounceEase extends EasingFunction implements IEasingFunction {
  71703. /** Defines the number of bounces */
  71704. bounces: number;
  71705. /** Defines the amplitude of the bounce */
  71706. bounciness: number;
  71707. /**
  71708. * Instantiates a bounce easing
  71709. * @see https://easings.net/#easeInBounce
  71710. * @param bounces Defines the number of bounces
  71711. * @param bounciness Defines the amplitude of the bounce
  71712. */
  71713. constructor(
  71714. /** Defines the number of bounces */
  71715. bounces?: number,
  71716. /** Defines the amplitude of the bounce */
  71717. bounciness?: number);
  71718. /** @hidden */
  71719. easeInCore(gradient: number): number;
  71720. }
  71721. /**
  71722. * Easing function with a power of 3 shape (see link below).
  71723. * @see https://easings.net/#easeInCubic
  71724. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71725. */
  71726. export class CubicEase extends EasingFunction implements IEasingFunction {
  71727. /** @hidden */
  71728. easeInCore(gradient: number): number;
  71729. }
  71730. /**
  71731. * Easing function with an elastic shape (see link below).
  71732. * @see https://easings.net/#easeInElastic
  71733. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71734. */
  71735. export class ElasticEase extends EasingFunction implements IEasingFunction {
  71736. /** Defines the number of oscillations*/
  71737. oscillations: number;
  71738. /** Defines the amplitude of the oscillations*/
  71739. springiness: number;
  71740. /**
  71741. * Instantiates an elastic easing function
  71742. * @see https://easings.net/#easeInElastic
  71743. * @param oscillations Defines the number of oscillations
  71744. * @param springiness Defines the amplitude of the oscillations
  71745. */
  71746. constructor(
  71747. /** Defines the number of oscillations*/
  71748. oscillations?: number,
  71749. /** Defines the amplitude of the oscillations*/
  71750. springiness?: number);
  71751. /** @hidden */
  71752. easeInCore(gradient: number): number;
  71753. }
  71754. /**
  71755. * Easing function with an exponential shape (see link below).
  71756. * @see https://easings.net/#easeInExpo
  71757. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71758. */
  71759. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  71760. /** Defines the exponent of the function */
  71761. exponent: number;
  71762. /**
  71763. * Instantiates an exponential easing function
  71764. * @see https://easings.net/#easeInExpo
  71765. * @param exponent Defines the exponent of the function
  71766. */
  71767. constructor(
  71768. /** Defines the exponent of the function */
  71769. exponent?: number);
  71770. /** @hidden */
  71771. easeInCore(gradient: number): number;
  71772. }
  71773. /**
  71774. * Easing function with a power shape (see link below).
  71775. * @see https://easings.net/#easeInQuad
  71776. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71777. */
  71778. export class PowerEase extends EasingFunction implements IEasingFunction {
  71779. /** Defines the power of the function */
  71780. power: number;
  71781. /**
  71782. * Instantiates an power base easing function
  71783. * @see https://easings.net/#easeInQuad
  71784. * @param power Defines the power of the function
  71785. */
  71786. constructor(
  71787. /** Defines the power of the function */
  71788. power?: number);
  71789. /** @hidden */
  71790. easeInCore(gradient: number): number;
  71791. }
  71792. /**
  71793. * Easing function with a power of 2 shape (see link below).
  71794. * @see https://easings.net/#easeInQuad
  71795. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71796. */
  71797. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  71798. /** @hidden */
  71799. easeInCore(gradient: number): number;
  71800. }
  71801. /**
  71802. * Easing function with a power of 4 shape (see link below).
  71803. * @see https://easings.net/#easeInQuart
  71804. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71805. */
  71806. export class QuarticEase extends EasingFunction implements IEasingFunction {
  71807. /** @hidden */
  71808. easeInCore(gradient: number): number;
  71809. }
  71810. /**
  71811. * Easing function with a power of 5 shape (see link below).
  71812. * @see https://easings.net/#easeInQuint
  71813. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71814. */
  71815. export class QuinticEase extends EasingFunction implements IEasingFunction {
  71816. /** @hidden */
  71817. easeInCore(gradient: number): number;
  71818. }
  71819. /**
  71820. * Easing function with a sin shape (see link below).
  71821. * @see https://easings.net/#easeInSine
  71822. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71823. */
  71824. export class SineEase extends EasingFunction implements IEasingFunction {
  71825. /** @hidden */
  71826. easeInCore(gradient: number): number;
  71827. }
  71828. /**
  71829. * Easing function with a bezier shape (see link below).
  71830. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  71831. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71832. */
  71833. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  71834. /** Defines the x component of the start tangent in the bezier curve */
  71835. x1: number;
  71836. /** Defines the y component of the start tangent in the bezier curve */
  71837. y1: number;
  71838. /** Defines the x component of the end tangent in the bezier curve */
  71839. x2: number;
  71840. /** Defines the y component of the end tangent in the bezier curve */
  71841. y2: number;
  71842. /**
  71843. * Instantiates a bezier function
  71844. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  71845. * @param x1 Defines the x component of the start tangent in the bezier curve
  71846. * @param y1 Defines the y component of the start tangent in the bezier curve
  71847. * @param x2 Defines the x component of the end tangent in the bezier curve
  71848. * @param y2 Defines the y component of the end tangent in the bezier curve
  71849. */
  71850. constructor(
  71851. /** Defines the x component of the start tangent in the bezier curve */
  71852. x1?: number,
  71853. /** Defines the y component of the start tangent in the bezier curve */
  71854. y1?: number,
  71855. /** Defines the x component of the end tangent in the bezier curve */
  71856. x2?: number,
  71857. /** Defines the y component of the end tangent in the bezier curve */
  71858. y2?: number);
  71859. /** @hidden */
  71860. easeInCore(gradient: number): number;
  71861. }
  71862. }
  71863. declare module BABYLON {
  71864. /**
  71865. * Defines an interface which represents an animation key frame
  71866. */
  71867. export interface IAnimationKey {
  71868. /**
  71869. * Frame of the key frame
  71870. */
  71871. frame: number;
  71872. /**
  71873. * Value at the specifies key frame
  71874. */
  71875. value: any;
  71876. /**
  71877. * The input tangent for the cubic hermite spline
  71878. */
  71879. inTangent?: any;
  71880. /**
  71881. * The output tangent for the cubic hermite spline
  71882. */
  71883. outTangent?: any;
  71884. /**
  71885. * The animation interpolation type
  71886. */
  71887. interpolation?: AnimationKeyInterpolation;
  71888. }
  71889. /**
  71890. * Enum for the animation key frame interpolation type
  71891. */
  71892. export enum AnimationKeyInterpolation {
  71893. /**
  71894. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  71895. */
  71896. STEP = 1
  71897. }
  71898. }
  71899. declare module BABYLON {
  71900. /**
  71901. * Represents the range of an animation
  71902. */
  71903. export class AnimationRange {
  71904. /**The name of the animation range**/
  71905. name: string;
  71906. /**The starting frame of the animation */
  71907. from: number;
  71908. /**The ending frame of the animation*/
  71909. to: number;
  71910. /**
  71911. * Initializes the range of an animation
  71912. * @param name The name of the animation range
  71913. * @param from The starting frame of the animation
  71914. * @param to The ending frame of the animation
  71915. */
  71916. constructor(
  71917. /**The name of the animation range**/
  71918. name: string,
  71919. /**The starting frame of the animation */
  71920. from: number,
  71921. /**The ending frame of the animation*/
  71922. to: number);
  71923. /**
  71924. * Makes a copy of the animation range
  71925. * @returns A copy of the animation range
  71926. */
  71927. clone(): AnimationRange;
  71928. }
  71929. }
  71930. declare module BABYLON {
  71931. /**
  71932. * Composed of a frame, and an action function
  71933. */
  71934. export class AnimationEvent {
  71935. /** The frame for which the event is triggered **/
  71936. frame: number;
  71937. /** The event to perform when triggered **/
  71938. action: (currentFrame: number) => void;
  71939. /** Specifies if the event should be triggered only once**/
  71940. onlyOnce?: boolean | undefined;
  71941. /**
  71942. * Specifies if the animation event is done
  71943. */
  71944. isDone: boolean;
  71945. /**
  71946. * Initializes the animation event
  71947. * @param frame The frame for which the event is triggered
  71948. * @param action The event to perform when triggered
  71949. * @param onlyOnce Specifies if the event should be triggered only once
  71950. */
  71951. constructor(
  71952. /** The frame for which the event is triggered **/
  71953. frame: number,
  71954. /** The event to perform when triggered **/
  71955. action: (currentFrame: number) => void,
  71956. /** Specifies if the event should be triggered only once**/
  71957. onlyOnce?: boolean | undefined);
  71958. /** @hidden */
  71959. _clone(): AnimationEvent;
  71960. }
  71961. }
  71962. declare module BABYLON {
  71963. /**
  71964. * Interface used to define a behavior
  71965. */
  71966. export interface Behavior<T> {
  71967. /** gets or sets behavior's name */
  71968. name: string;
  71969. /**
  71970. * Function called when the behavior needs to be initialized (after attaching it to a target)
  71971. */
  71972. init(): void;
  71973. /**
  71974. * Called when the behavior is attached to a target
  71975. * @param target defines the target where the behavior is attached to
  71976. */
  71977. attach(target: T): void;
  71978. /**
  71979. * Called when the behavior is detached from its target
  71980. */
  71981. detach(): void;
  71982. }
  71983. /**
  71984. * Interface implemented by classes supporting behaviors
  71985. */
  71986. export interface IBehaviorAware<T> {
  71987. /**
  71988. * Attach a behavior
  71989. * @param behavior defines the behavior to attach
  71990. * @returns the current host
  71991. */
  71992. addBehavior(behavior: Behavior<T>): T;
  71993. /**
  71994. * Remove a behavior from the current object
  71995. * @param behavior defines the behavior to detach
  71996. * @returns the current host
  71997. */
  71998. removeBehavior(behavior: Behavior<T>): T;
  71999. /**
  72000. * Gets a behavior using its name to search
  72001. * @param name defines the name to search
  72002. * @returns the behavior or null if not found
  72003. */
  72004. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  72005. }
  72006. }
  72007. declare module BABYLON {
  72008. /**
  72009. * Defines an array and its length.
  72010. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  72011. */
  72012. export interface ISmartArrayLike<T> {
  72013. /**
  72014. * The data of the array.
  72015. */
  72016. data: Array<T>;
  72017. /**
  72018. * The active length of the array.
  72019. */
  72020. length: number;
  72021. }
  72022. /**
  72023. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  72024. */
  72025. export class SmartArray<T> implements ISmartArrayLike<T> {
  72026. /**
  72027. * The full set of data from the array.
  72028. */
  72029. data: Array<T>;
  72030. /**
  72031. * The active length of the array.
  72032. */
  72033. length: number;
  72034. protected _id: number;
  72035. /**
  72036. * Instantiates a Smart Array.
  72037. * @param capacity defines the default capacity of the array.
  72038. */
  72039. constructor(capacity: number);
  72040. /**
  72041. * Pushes a value at the end of the active data.
  72042. * @param value defines the object to push in the array.
  72043. */
  72044. push(value: T): void;
  72045. /**
  72046. * Iterates over the active data and apply the lambda to them.
  72047. * @param func defines the action to apply on each value.
  72048. */
  72049. forEach(func: (content: T) => void): void;
  72050. /**
  72051. * Sorts the full sets of data.
  72052. * @param compareFn defines the comparison function to apply.
  72053. */
  72054. sort(compareFn: (a: T, b: T) => number): void;
  72055. /**
  72056. * Resets the active data to an empty array.
  72057. */
  72058. reset(): void;
  72059. /**
  72060. * Releases all the data from the array as well as the array.
  72061. */
  72062. dispose(): void;
  72063. /**
  72064. * Concats the active data with a given array.
  72065. * @param array defines the data to concatenate with.
  72066. */
  72067. concat(array: any): void;
  72068. /**
  72069. * Returns the position of a value in the active data.
  72070. * @param value defines the value to find the index for
  72071. * @returns the index if found in the active data otherwise -1
  72072. */
  72073. indexOf(value: T): number;
  72074. /**
  72075. * Returns whether an element is part of the active data.
  72076. * @param value defines the value to look for
  72077. * @returns true if found in the active data otherwise false
  72078. */
  72079. contains(value: T): boolean;
  72080. private static _GlobalId;
  72081. }
  72082. /**
  72083. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  72084. * The data in this array can only be present once
  72085. */
  72086. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  72087. private _duplicateId;
  72088. /**
  72089. * Pushes a value at the end of the active data.
  72090. * THIS DOES NOT PREVENT DUPPLICATE DATA
  72091. * @param value defines the object to push in the array.
  72092. */
  72093. push(value: T): void;
  72094. /**
  72095. * Pushes a value at the end of the active data.
  72096. * If the data is already present, it won t be added again
  72097. * @param value defines the object to push in the array.
  72098. * @returns true if added false if it was already present
  72099. */
  72100. pushNoDuplicate(value: T): boolean;
  72101. /**
  72102. * Resets the active data to an empty array.
  72103. */
  72104. reset(): void;
  72105. /**
  72106. * Concats the active data with a given array.
  72107. * This ensures no dupplicate will be present in the result.
  72108. * @param array defines the data to concatenate with.
  72109. */
  72110. concatWithNoDuplicate(array: any): void;
  72111. }
  72112. }
  72113. declare module BABYLON {
  72114. /**
  72115. * @ignore
  72116. * This is a list of all the different input types that are available in the application.
  72117. * Fo instance: ArcRotateCameraGamepadInput...
  72118. */
  72119. export var CameraInputTypes: {};
  72120. /**
  72121. * This is the contract to implement in order to create a new input class.
  72122. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  72123. */
  72124. export interface ICameraInput<TCamera extends Camera> {
  72125. /**
  72126. * Defines the camera the input is attached to.
  72127. */
  72128. camera: Nullable<TCamera>;
  72129. /**
  72130. * Gets the class name of the current intput.
  72131. * @returns the class name
  72132. */
  72133. getClassName(): string;
  72134. /**
  72135. * Get the friendly name associated with the input class.
  72136. * @returns the input friendly name
  72137. */
  72138. getSimpleName(): string;
  72139. /**
  72140. * Attach the input controls to a specific dom element to get the input from.
  72141. * @param element Defines the element the controls should be listened from
  72142. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72143. */
  72144. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  72145. /**
  72146. * Detach the current controls from the specified dom element.
  72147. * @param element Defines the element to stop listening the inputs from
  72148. */
  72149. detachControl(element: Nullable<HTMLElement>): void;
  72150. /**
  72151. * Update the current camera state depending on the inputs that have been used this frame.
  72152. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72153. */
  72154. checkInputs?: () => void;
  72155. }
  72156. /**
  72157. * Represents a map of input types to input instance or input index to input instance.
  72158. */
  72159. export interface CameraInputsMap<TCamera extends Camera> {
  72160. /**
  72161. * Accessor to the input by input type.
  72162. */
  72163. [name: string]: ICameraInput<TCamera>;
  72164. /**
  72165. * Accessor to the input by input index.
  72166. */
  72167. [idx: number]: ICameraInput<TCamera>;
  72168. }
  72169. /**
  72170. * This represents the input manager used within a camera.
  72171. * It helps dealing with all the different kind of input attached to a camera.
  72172. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72173. */
  72174. export class CameraInputsManager<TCamera extends Camera> {
  72175. /**
  72176. * Defines the list of inputs attahed to the camera.
  72177. */
  72178. attached: CameraInputsMap<TCamera>;
  72179. /**
  72180. * Defines the dom element the camera is collecting inputs from.
  72181. * This is null if the controls have not been attached.
  72182. */
  72183. attachedElement: Nullable<HTMLElement>;
  72184. /**
  72185. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72186. */
  72187. noPreventDefault: boolean;
  72188. /**
  72189. * Defined the camera the input manager belongs to.
  72190. */
  72191. camera: TCamera;
  72192. /**
  72193. * Update the current camera state depending on the inputs that have been used this frame.
  72194. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72195. */
  72196. checkInputs: () => void;
  72197. /**
  72198. * Instantiate a new Camera Input Manager.
  72199. * @param camera Defines the camera the input manager blongs to
  72200. */
  72201. constructor(camera: TCamera);
  72202. /**
  72203. * Add an input method to a camera
  72204. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72205. * @param input camera input method
  72206. */
  72207. add(input: ICameraInput<TCamera>): void;
  72208. /**
  72209. * Remove a specific input method from a camera
  72210. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  72211. * @param inputToRemove camera input method
  72212. */
  72213. remove(inputToRemove: ICameraInput<TCamera>): void;
  72214. /**
  72215. * Remove a specific input type from a camera
  72216. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  72217. * @param inputType the type of the input to remove
  72218. */
  72219. removeByType(inputType: string): void;
  72220. private _addCheckInputs;
  72221. /**
  72222. * Attach the input controls to the currently attached dom element to listen the events from.
  72223. * @param input Defines the input to attach
  72224. */
  72225. attachInput(input: ICameraInput<TCamera>): void;
  72226. /**
  72227. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  72228. * @param element Defines the dom element to collect the events from
  72229. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72230. */
  72231. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  72232. /**
  72233. * Detach the current manager inputs controls from a specific dom element.
  72234. * @param element Defines the dom element to collect the events from
  72235. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  72236. */
  72237. detachElement(element: HTMLElement, disconnect?: boolean): void;
  72238. /**
  72239. * Rebuild the dynamic inputCheck function from the current list of
  72240. * defined inputs in the manager.
  72241. */
  72242. rebuildInputCheck(): void;
  72243. /**
  72244. * Remove all attached input methods from a camera
  72245. */
  72246. clear(): void;
  72247. /**
  72248. * Serialize the current input manager attached to a camera.
  72249. * This ensures than once parsed,
  72250. * the input associated to the camera will be identical to the current ones
  72251. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  72252. */
  72253. serialize(serializedCamera: any): void;
  72254. /**
  72255. * Parses an input manager serialized JSON to restore the previous list of inputs
  72256. * and states associated to a camera.
  72257. * @param parsedCamera Defines the JSON to parse
  72258. */
  72259. parse(parsedCamera: any): void;
  72260. }
  72261. }
  72262. declare module BABYLON {
  72263. /**
  72264. * @hidden
  72265. */
  72266. export class IntersectionInfo {
  72267. bu: Nullable<number>;
  72268. bv: Nullable<number>;
  72269. distance: number;
  72270. faceId: number;
  72271. subMeshId: number;
  72272. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  72273. }
  72274. }
  72275. declare module BABYLON {
  72276. /**
  72277. * Represens a plane by the equation ax + by + cz + d = 0
  72278. */
  72279. export class Plane {
  72280. private static _TmpMatrix;
  72281. /**
  72282. * Normal of the plane (a,b,c)
  72283. */
  72284. normal: Vector3;
  72285. /**
  72286. * d component of the plane
  72287. */
  72288. d: number;
  72289. /**
  72290. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  72291. * @param a a component of the plane
  72292. * @param b b component of the plane
  72293. * @param c c component of the plane
  72294. * @param d d component of the plane
  72295. */
  72296. constructor(a: number, b: number, c: number, d: number);
  72297. /**
  72298. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  72299. */
  72300. asArray(): number[];
  72301. /**
  72302. * @returns a new plane copied from the current Plane.
  72303. */
  72304. clone(): Plane;
  72305. /**
  72306. * @returns the string "Plane".
  72307. */
  72308. getClassName(): string;
  72309. /**
  72310. * @returns the Plane hash code.
  72311. */
  72312. getHashCode(): number;
  72313. /**
  72314. * Normalize the current Plane in place.
  72315. * @returns the updated Plane.
  72316. */
  72317. normalize(): Plane;
  72318. /**
  72319. * Applies a transformation the plane and returns the result
  72320. * @param transformation the transformation matrix to be applied to the plane
  72321. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  72322. */
  72323. transform(transformation: DeepImmutable<Matrix>): Plane;
  72324. /**
  72325. * Calcualtte the dot product between the point and the plane normal
  72326. * @param point point to calculate the dot product with
  72327. * @returns the dot product (float) of the point coordinates and the plane normal.
  72328. */
  72329. dotCoordinate(point: DeepImmutable<Vector3>): number;
  72330. /**
  72331. * Updates the current Plane from the plane defined by the three given points.
  72332. * @param point1 one of the points used to contruct the plane
  72333. * @param point2 one of the points used to contruct the plane
  72334. * @param point3 one of the points used to contruct the plane
  72335. * @returns the updated Plane.
  72336. */
  72337. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  72338. /**
  72339. * Checks if the plane is facing a given direction
  72340. * @param direction the direction to check if the plane is facing
  72341. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  72342. * @returns True is the vector "direction" is the same side than the plane normal.
  72343. */
  72344. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  72345. /**
  72346. * Calculates the distance to a point
  72347. * @param point point to calculate distance to
  72348. * @returns the signed distance (float) from the given point to the Plane.
  72349. */
  72350. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  72351. /**
  72352. * Creates a plane from an array
  72353. * @param array the array to create a plane from
  72354. * @returns a new Plane from the given array.
  72355. */
  72356. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  72357. /**
  72358. * Creates a plane from three points
  72359. * @param point1 point used to create the plane
  72360. * @param point2 point used to create the plane
  72361. * @param point3 point used to create the plane
  72362. * @returns a new Plane defined by the three given points.
  72363. */
  72364. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  72365. /**
  72366. * Creates a plane from an origin point and a normal
  72367. * @param origin origin of the plane to be constructed
  72368. * @param normal normal of the plane to be constructed
  72369. * @returns a new Plane the normal vector to this plane at the given origin point.
  72370. * Note : the vector "normal" is updated because normalized.
  72371. */
  72372. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  72373. /**
  72374. * Calculates the distance from a plane and a point
  72375. * @param origin origin of the plane to be constructed
  72376. * @param normal normal of the plane to be constructed
  72377. * @param point point to calculate distance to
  72378. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  72379. */
  72380. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  72381. }
  72382. }
  72383. declare module BABYLON {
  72384. /**
  72385. * Class used to store bounding sphere information
  72386. */
  72387. export class BoundingSphere {
  72388. /**
  72389. * Gets the center of the bounding sphere in local space
  72390. */
  72391. readonly center: Vector3;
  72392. /**
  72393. * Radius of the bounding sphere in local space
  72394. */
  72395. radius: number;
  72396. /**
  72397. * Gets the center of the bounding sphere in world space
  72398. */
  72399. readonly centerWorld: Vector3;
  72400. /**
  72401. * Radius of the bounding sphere in world space
  72402. */
  72403. radiusWorld: number;
  72404. /**
  72405. * Gets the minimum vector in local space
  72406. */
  72407. readonly minimum: Vector3;
  72408. /**
  72409. * Gets the maximum vector in local space
  72410. */
  72411. readonly maximum: Vector3;
  72412. private _worldMatrix;
  72413. private static readonly TmpVector3;
  72414. /**
  72415. * Creates a new bounding sphere
  72416. * @param min defines the minimum vector (in local space)
  72417. * @param max defines the maximum vector (in local space)
  72418. * @param worldMatrix defines the new world matrix
  72419. */
  72420. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72421. /**
  72422. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  72423. * @param min defines the new minimum vector (in local space)
  72424. * @param max defines the new maximum vector (in local space)
  72425. * @param worldMatrix defines the new world matrix
  72426. */
  72427. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72428. /**
  72429. * Scale the current bounding sphere by applying a scale factor
  72430. * @param factor defines the scale factor to apply
  72431. * @returns the current bounding box
  72432. */
  72433. scale(factor: number): BoundingSphere;
  72434. /**
  72435. * Gets the world matrix of the bounding box
  72436. * @returns a matrix
  72437. */
  72438. getWorldMatrix(): DeepImmutable<Matrix>;
  72439. /** @hidden */
  72440. _update(worldMatrix: DeepImmutable<Matrix>): void;
  72441. /**
  72442. * Tests if the bounding sphere is intersecting the frustum planes
  72443. * @param frustumPlanes defines the frustum planes to test
  72444. * @returns true if there is an intersection
  72445. */
  72446. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72447. /**
  72448. * Tests if the bounding sphere center is in between the frustum planes.
  72449. * Used for optimistic fast inclusion.
  72450. * @param frustumPlanes defines the frustum planes to test
  72451. * @returns true if the sphere center is in between the frustum planes
  72452. */
  72453. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72454. /**
  72455. * Tests if a point is inside the bounding sphere
  72456. * @param point defines the point to test
  72457. * @returns true if the point is inside the bounding sphere
  72458. */
  72459. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72460. /**
  72461. * Checks if two sphere intersct
  72462. * @param sphere0 sphere 0
  72463. * @param sphere1 sphere 1
  72464. * @returns true if the speres intersect
  72465. */
  72466. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  72467. }
  72468. }
  72469. declare module BABYLON {
  72470. /**
  72471. * Class used to store bounding box information
  72472. */
  72473. export class BoundingBox implements ICullable {
  72474. /**
  72475. * Gets the 8 vectors representing the bounding box in local space
  72476. */
  72477. readonly vectors: Vector3[];
  72478. /**
  72479. * Gets the center of the bounding box in local space
  72480. */
  72481. readonly center: Vector3;
  72482. /**
  72483. * Gets the center of the bounding box in world space
  72484. */
  72485. readonly centerWorld: Vector3;
  72486. /**
  72487. * Gets the extend size in local space
  72488. */
  72489. readonly extendSize: Vector3;
  72490. /**
  72491. * Gets the extend size in world space
  72492. */
  72493. readonly extendSizeWorld: Vector3;
  72494. /**
  72495. * Gets the OBB (object bounding box) directions
  72496. */
  72497. readonly directions: Vector3[];
  72498. /**
  72499. * Gets the 8 vectors representing the bounding box in world space
  72500. */
  72501. readonly vectorsWorld: Vector3[];
  72502. /**
  72503. * Gets the minimum vector in world space
  72504. */
  72505. readonly minimumWorld: Vector3;
  72506. /**
  72507. * Gets the maximum vector in world space
  72508. */
  72509. readonly maximumWorld: Vector3;
  72510. /**
  72511. * Gets the minimum vector in local space
  72512. */
  72513. readonly minimum: Vector3;
  72514. /**
  72515. * Gets the maximum vector in local space
  72516. */
  72517. readonly maximum: Vector3;
  72518. private _worldMatrix;
  72519. private static readonly TmpVector3;
  72520. /**
  72521. * @hidden
  72522. */
  72523. _tag: number;
  72524. /**
  72525. * Creates a new bounding box
  72526. * @param min defines the minimum vector (in local space)
  72527. * @param max defines the maximum vector (in local space)
  72528. * @param worldMatrix defines the new world matrix
  72529. */
  72530. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72531. /**
  72532. * Recreates the entire bounding box from scratch as if we call the constructor in place
  72533. * @param min defines the new minimum vector (in local space)
  72534. * @param max defines the new maximum vector (in local space)
  72535. * @param worldMatrix defines the new world matrix
  72536. */
  72537. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72538. /**
  72539. * Scale the current bounding box by applying a scale factor
  72540. * @param factor defines the scale factor to apply
  72541. * @returns the current bounding box
  72542. */
  72543. scale(factor: number): BoundingBox;
  72544. /**
  72545. * Gets the world matrix of the bounding box
  72546. * @returns a matrix
  72547. */
  72548. getWorldMatrix(): DeepImmutable<Matrix>;
  72549. /** @hidden */
  72550. _update(world: DeepImmutable<Matrix>): void;
  72551. /**
  72552. * Tests if the bounding box is intersecting the frustum planes
  72553. * @param frustumPlanes defines the frustum planes to test
  72554. * @returns true if there is an intersection
  72555. */
  72556. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72557. /**
  72558. * Tests if the bounding box is entirely inside the frustum planes
  72559. * @param frustumPlanes defines the frustum planes to test
  72560. * @returns true if there is an inclusion
  72561. */
  72562. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72563. /**
  72564. * Tests if a point is inside the bounding box
  72565. * @param point defines the point to test
  72566. * @returns true if the point is inside the bounding box
  72567. */
  72568. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72569. /**
  72570. * Tests if the bounding box intersects with a bounding sphere
  72571. * @param sphere defines the sphere to test
  72572. * @returns true if there is an intersection
  72573. */
  72574. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  72575. /**
  72576. * Tests if the bounding box intersects with a box defined by a min and max vectors
  72577. * @param min defines the min vector to use
  72578. * @param max defines the max vector to use
  72579. * @returns true if there is an intersection
  72580. */
  72581. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  72582. /**
  72583. * Tests if two bounding boxes are intersections
  72584. * @param box0 defines the first box to test
  72585. * @param box1 defines the second box to test
  72586. * @returns true if there is an intersection
  72587. */
  72588. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  72589. /**
  72590. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  72591. * @param minPoint defines the minimum vector of the bounding box
  72592. * @param maxPoint defines the maximum vector of the bounding box
  72593. * @param sphereCenter defines the sphere center
  72594. * @param sphereRadius defines the sphere radius
  72595. * @returns true if there is an intersection
  72596. */
  72597. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  72598. /**
  72599. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  72600. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  72601. * @param frustumPlanes defines the frustum planes to test
  72602. * @return true if there is an inclusion
  72603. */
  72604. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72605. /**
  72606. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  72607. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  72608. * @param frustumPlanes defines the frustum planes to test
  72609. * @return true if there is an intersection
  72610. */
  72611. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72612. }
  72613. }
  72614. declare module BABYLON {
  72615. /** @hidden */
  72616. export class Collider {
  72617. /** Define if a collision was found */
  72618. collisionFound: boolean;
  72619. /**
  72620. * Define last intersection point in local space
  72621. */
  72622. intersectionPoint: Vector3;
  72623. /**
  72624. * Define last collided mesh
  72625. */
  72626. collidedMesh: Nullable<AbstractMesh>;
  72627. private _collisionPoint;
  72628. private _planeIntersectionPoint;
  72629. private _tempVector;
  72630. private _tempVector2;
  72631. private _tempVector3;
  72632. private _tempVector4;
  72633. private _edge;
  72634. private _baseToVertex;
  72635. private _destinationPoint;
  72636. private _slidePlaneNormal;
  72637. private _displacementVector;
  72638. /** @hidden */
  72639. _radius: Vector3;
  72640. /** @hidden */
  72641. _retry: number;
  72642. private _velocity;
  72643. private _basePoint;
  72644. private _epsilon;
  72645. /** @hidden */
  72646. _velocityWorldLength: number;
  72647. /** @hidden */
  72648. _basePointWorld: Vector3;
  72649. private _velocityWorld;
  72650. private _normalizedVelocity;
  72651. /** @hidden */
  72652. _initialVelocity: Vector3;
  72653. /** @hidden */
  72654. _initialPosition: Vector3;
  72655. private _nearestDistance;
  72656. private _collisionMask;
  72657. collisionMask: number;
  72658. /**
  72659. * Gets the plane normal used to compute the sliding response (in local space)
  72660. */
  72661. readonly slidePlaneNormal: Vector3;
  72662. /** @hidden */
  72663. _initialize(source: Vector3, dir: Vector3, e: number): void;
  72664. /** @hidden */
  72665. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  72666. /** @hidden */
  72667. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  72668. /** @hidden */
  72669. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  72670. /** @hidden */
  72671. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  72672. /** @hidden */
  72673. _getResponse(pos: Vector3, vel: Vector3): void;
  72674. }
  72675. }
  72676. declare module BABYLON {
  72677. /**
  72678. * Interface for cullable objects
  72679. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  72680. */
  72681. export interface ICullable {
  72682. /**
  72683. * Checks if the object or part of the object is in the frustum
  72684. * @param frustumPlanes Camera near/planes
  72685. * @returns true if the object is in frustum otherwise false
  72686. */
  72687. isInFrustum(frustumPlanes: Plane[]): boolean;
  72688. /**
  72689. * Checks if a cullable object (mesh...) is in the camera frustum
  72690. * Unlike isInFrustum this cheks the full bounding box
  72691. * @param frustumPlanes Camera near/planes
  72692. * @returns true if the object is in frustum otherwise false
  72693. */
  72694. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  72695. }
  72696. /**
  72697. * Info for a bounding data of a mesh
  72698. */
  72699. export class BoundingInfo implements ICullable {
  72700. /**
  72701. * Bounding box for the mesh
  72702. */
  72703. readonly boundingBox: BoundingBox;
  72704. /**
  72705. * Bounding sphere for the mesh
  72706. */
  72707. readonly boundingSphere: BoundingSphere;
  72708. private _isLocked;
  72709. private static readonly TmpVector3;
  72710. /**
  72711. * Constructs bounding info
  72712. * @param minimum min vector of the bounding box/sphere
  72713. * @param maximum max vector of the bounding box/sphere
  72714. * @param worldMatrix defines the new world matrix
  72715. */
  72716. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72717. /**
  72718. * Recreates the entire bounding info from scratch as if we call the constructor in place
  72719. * @param min defines the new minimum vector (in local space)
  72720. * @param max defines the new maximum vector (in local space)
  72721. * @param worldMatrix defines the new world matrix
  72722. */
  72723. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72724. /**
  72725. * min vector of the bounding box/sphere
  72726. */
  72727. readonly minimum: Vector3;
  72728. /**
  72729. * max vector of the bounding box/sphere
  72730. */
  72731. readonly maximum: Vector3;
  72732. /**
  72733. * If the info is locked and won't be updated to avoid perf overhead
  72734. */
  72735. isLocked: boolean;
  72736. /**
  72737. * Updates the bounding sphere and box
  72738. * @param world world matrix to be used to update
  72739. */
  72740. update(world: DeepImmutable<Matrix>): void;
  72741. /**
  72742. * Recreate the bounding info to be centered around a specific point given a specific extend.
  72743. * @param center New center of the bounding info
  72744. * @param extend New extend of the bounding info
  72745. * @returns the current bounding info
  72746. */
  72747. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  72748. /**
  72749. * Scale the current bounding info by applying a scale factor
  72750. * @param factor defines the scale factor to apply
  72751. * @returns the current bounding info
  72752. */
  72753. scale(factor: number): BoundingInfo;
  72754. /**
  72755. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  72756. * @param frustumPlanes defines the frustum to test
  72757. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  72758. * @returns true if the bounding info is in the frustum planes
  72759. */
  72760. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  72761. /**
  72762. * Gets the world distance between the min and max points of the bounding box
  72763. */
  72764. readonly diagonalLength: number;
  72765. /**
  72766. * Checks if a cullable object (mesh...) is in the camera frustum
  72767. * Unlike isInFrustum this cheks the full bounding box
  72768. * @param frustumPlanes Camera near/planes
  72769. * @returns true if the object is in frustum otherwise false
  72770. */
  72771. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72772. /** @hidden */
  72773. _checkCollision(collider: Collider): boolean;
  72774. /**
  72775. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  72776. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72777. * @param point the point to check intersection with
  72778. * @returns if the point intersects
  72779. */
  72780. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72781. /**
  72782. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  72783. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72784. * @param boundingInfo the bounding info to check intersection with
  72785. * @param precise if the intersection should be done using OBB
  72786. * @returns if the bounding info intersects
  72787. */
  72788. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  72789. }
  72790. }
  72791. declare module BABYLON {
  72792. /**
  72793. * Extracts minimum and maximum values from a list of indexed positions
  72794. * @param positions defines the positions to use
  72795. * @param indices defines the indices to the positions
  72796. * @param indexStart defines the start index
  72797. * @param indexCount defines the end index
  72798. * @param bias defines bias value to add to the result
  72799. * @return minimum and maximum values
  72800. */
  72801. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  72802. minimum: Vector3;
  72803. maximum: Vector3;
  72804. };
  72805. /**
  72806. * Extracts minimum and maximum values from a list of positions
  72807. * @param positions defines the positions to use
  72808. * @param start defines the start index in the positions array
  72809. * @param count defines the number of positions to handle
  72810. * @param bias defines bias value to add to the result
  72811. * @param stride defines the stride size to use (distance between two positions in the positions array)
  72812. * @return minimum and maximum values
  72813. */
  72814. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  72815. minimum: Vector3;
  72816. maximum: Vector3;
  72817. };
  72818. }
  72819. declare module BABYLON {
  72820. /**
  72821. * Enum that determines the text-wrapping mode to use.
  72822. */
  72823. export enum InspectableType {
  72824. /**
  72825. * Checkbox for booleans
  72826. */
  72827. Checkbox = 0,
  72828. /**
  72829. * Sliders for numbers
  72830. */
  72831. Slider = 1,
  72832. /**
  72833. * Vector3
  72834. */
  72835. Vector3 = 2,
  72836. /**
  72837. * Quaternions
  72838. */
  72839. Quaternion = 3,
  72840. /**
  72841. * Color3
  72842. */
  72843. Color3 = 4,
  72844. /**
  72845. * String
  72846. */
  72847. String = 5
  72848. }
  72849. /**
  72850. * Interface used to define custom inspectable properties.
  72851. * This interface is used by the inspector to display custom property grids
  72852. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  72853. */
  72854. export interface IInspectable {
  72855. /**
  72856. * Gets the label to display
  72857. */
  72858. label: string;
  72859. /**
  72860. * Gets the name of the property to edit
  72861. */
  72862. propertyName: string;
  72863. /**
  72864. * Gets the type of the editor to use
  72865. */
  72866. type: InspectableType;
  72867. /**
  72868. * Gets the minimum value of the property when using in "slider" mode
  72869. */
  72870. min?: number;
  72871. /**
  72872. * Gets the maximum value of the property when using in "slider" mode
  72873. */
  72874. max?: number;
  72875. /**
  72876. * Gets the setp to use when using in "slider" mode
  72877. */
  72878. step?: number;
  72879. }
  72880. }
  72881. declare module BABYLON {
  72882. /**
  72883. * Class used to provide helper for timing
  72884. */
  72885. export class TimingTools {
  72886. /**
  72887. * Polyfill for setImmediate
  72888. * @param action defines the action to execute after the current execution block
  72889. */
  72890. static SetImmediate(action: () => void): void;
  72891. }
  72892. }
  72893. declare module BABYLON {
  72894. /**
  72895. * Class used to enable instatition of objects by class name
  72896. */
  72897. export class InstantiationTools {
  72898. /**
  72899. * Use this object to register external classes like custom textures or material
  72900. * to allow the laoders to instantiate them
  72901. */
  72902. static RegisteredExternalClasses: {
  72903. [key: string]: Object;
  72904. };
  72905. /**
  72906. * Tries to instantiate a new object from a given class name
  72907. * @param className defines the class name to instantiate
  72908. * @returns the new object or null if the system was not able to do the instantiation
  72909. */
  72910. static Instantiate(className: string): any;
  72911. }
  72912. }
  72913. declare module BABYLON {
  72914. /**
  72915. * This represents the required contract to create a new type of texture loader.
  72916. */
  72917. export interface IInternalTextureLoader {
  72918. /**
  72919. * Defines wether the loader supports cascade loading the different faces.
  72920. */
  72921. supportCascades: boolean;
  72922. /**
  72923. * This returns if the loader support the current file information.
  72924. * @param extension defines the file extension of the file being loaded
  72925. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72926. * @param fallback defines the fallback internal texture if any
  72927. * @param isBase64 defines whether the texture is encoded as a base64
  72928. * @param isBuffer defines whether the texture data are stored as a buffer
  72929. * @returns true if the loader can load the specified file
  72930. */
  72931. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  72932. /**
  72933. * Transform the url before loading if required.
  72934. * @param rootUrl the url of the texture
  72935. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72936. * @returns the transformed texture
  72937. */
  72938. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  72939. /**
  72940. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  72941. * @param rootUrl the url of the texture
  72942. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72943. * @returns the fallback texture
  72944. */
  72945. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  72946. /**
  72947. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  72948. * @param data contains the texture data
  72949. * @param texture defines the BabylonJS internal texture
  72950. * @param createPolynomials will be true if polynomials have been requested
  72951. * @param onLoad defines the callback to trigger once the texture is ready
  72952. * @param onError defines the callback to trigger in case of error
  72953. */
  72954. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  72955. /**
  72956. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  72957. * @param data contains the texture data
  72958. * @param texture defines the BabylonJS internal texture
  72959. * @param callback defines the method to call once ready to upload
  72960. */
  72961. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  72962. }
  72963. }
  72964. declare module BABYLON {
  72965. interface Engine {
  72966. /**
  72967. * Creates a depth stencil cube texture.
  72968. * This is only available in WebGL 2.
  72969. * @param size The size of face edge in the cube texture.
  72970. * @param options The options defining the cube texture.
  72971. * @returns The cube texture
  72972. */
  72973. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  72974. /**
  72975. * Creates a cube texture
  72976. * @param rootUrl defines the url where the files to load is located
  72977. * @param scene defines the current scene
  72978. * @param files defines the list of files to load (1 per face)
  72979. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72980. * @param onLoad defines an optional callback raised when the texture is loaded
  72981. * @param onError defines an optional callback raised if there is an issue to load the texture
  72982. * @param format defines the format of the data
  72983. * @param forcedExtension defines the extension to use to pick the right loader
  72984. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  72985. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72986. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72987. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  72988. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  72989. * @returns the cube texture as an InternalTexture
  72990. */
  72991. 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;
  72992. /**
  72993. * Creates a cube texture
  72994. * @param rootUrl defines the url where the files to load is located
  72995. * @param scene defines the current scene
  72996. * @param files defines the list of files to load (1 per face)
  72997. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72998. * @param onLoad defines an optional callback raised when the texture is loaded
  72999. * @param onError defines an optional callback raised if there is an issue to load the texture
  73000. * @param format defines the format of the data
  73001. * @param forcedExtension defines the extension to use to pick the right loader
  73002. * @returns the cube texture as an InternalTexture
  73003. */
  73004. 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;
  73005. /**
  73006. * Creates a cube texture
  73007. * @param rootUrl defines the url where the files to load is located
  73008. * @param scene defines the current scene
  73009. * @param files defines the list of files to load (1 per face)
  73010. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  73011. * @param onLoad defines an optional callback raised when the texture is loaded
  73012. * @param onError defines an optional callback raised if there is an issue to load the texture
  73013. * @param format defines the format of the data
  73014. * @param forcedExtension defines the extension to use to pick the right loader
  73015. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  73016. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73017. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73018. * @returns the cube texture as an InternalTexture
  73019. */
  73020. 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;
  73021. /** @hidden */
  73022. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  73023. /** @hidden */
  73024. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  73025. /** @hidden */
  73026. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  73027. /** @hidden */
  73028. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  73029. }
  73030. }
  73031. declare module BABYLON {
  73032. /**
  73033. * Class for creating a cube texture
  73034. */
  73035. export class CubeTexture extends BaseTexture {
  73036. private _delayedOnLoad;
  73037. /**
  73038. * The url of the texture
  73039. */
  73040. url: string;
  73041. /**
  73042. * Gets or sets the center of the bounding box associated with the cube texture.
  73043. * It must define where the camera used to render the texture was set
  73044. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73045. */
  73046. boundingBoxPosition: Vector3;
  73047. private _boundingBoxSize;
  73048. /**
  73049. * Gets or sets the size of the bounding box associated with the cube texture
  73050. * When defined, the cubemap will switch to local mode
  73051. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73052. * @example https://www.babylonjs-playground.com/#RNASML
  73053. */
  73054. /**
  73055. * Returns the bounding box size
  73056. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73057. */
  73058. boundingBoxSize: Vector3;
  73059. protected _rotationY: number;
  73060. /**
  73061. * Sets texture matrix rotation angle around Y axis in radians.
  73062. */
  73063. /**
  73064. * Gets texture matrix rotation angle around Y axis radians.
  73065. */
  73066. rotationY: number;
  73067. /**
  73068. * Are mip maps generated for this texture or not.
  73069. */
  73070. readonly noMipmap: boolean;
  73071. private _noMipmap;
  73072. private _files;
  73073. private _extensions;
  73074. private _textureMatrix;
  73075. private _format;
  73076. private _createPolynomials;
  73077. /** @hidden */
  73078. _prefiltered: boolean;
  73079. /**
  73080. * Creates a cube texture from an array of image urls
  73081. * @param files defines an array of image urls
  73082. * @param scene defines the hosting scene
  73083. * @param noMipmap specifies if mip maps are not used
  73084. * @returns a cube texture
  73085. */
  73086. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  73087. /**
  73088. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73089. * @param url defines the url of the prefiltered texture
  73090. * @param scene defines the scene the texture is attached to
  73091. * @param forcedExtension defines the extension of the file if different from the url
  73092. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73093. * @return the prefiltered texture
  73094. */
  73095. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  73096. /**
  73097. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73098. * as prefiltered data.
  73099. * @param rootUrl defines the url of the texture or the root name of the six images
  73100. * @param scene defines the scene the texture is attached to
  73101. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73102. * @param noMipmap defines if mipmaps should be created or not
  73103. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  73104. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73105. * @param onError defines a callback triggered in case of error during load
  73106. * @param format defines the internal format to use for the texture once loaded
  73107. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73108. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73109. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73110. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73111. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73112. * @return the cube texture
  73113. */
  73114. 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);
  73115. /**
  73116. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  73117. */
  73118. readonly isPrefiltered: boolean;
  73119. /**
  73120. * Get the current class name of the texture useful for serialization or dynamic coding.
  73121. * @returns "CubeTexture"
  73122. */
  73123. getClassName(): string;
  73124. /**
  73125. * Update the url (and optional buffer) of this texture if url was null during construction.
  73126. * @param url the url of the texture
  73127. * @param forcedExtension defines the extension to use
  73128. * @param onLoad callback called when the texture is loaded (defaults to null)
  73129. */
  73130. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  73131. /**
  73132. * Delays loading of the cube texture
  73133. * @param forcedExtension defines the extension to use
  73134. */
  73135. delayLoad(forcedExtension?: string): void;
  73136. /**
  73137. * Returns the reflection texture matrix
  73138. * @returns the reflection texture matrix
  73139. */
  73140. getReflectionTextureMatrix(): Matrix;
  73141. /**
  73142. * Sets the reflection texture matrix
  73143. * @param value Reflection texture matrix
  73144. */
  73145. setReflectionTextureMatrix(value: Matrix): void;
  73146. /**
  73147. * Parses text to create a cube texture
  73148. * @param parsedTexture define the serialized text to read from
  73149. * @param scene defines the hosting scene
  73150. * @param rootUrl defines the root url of the cube texture
  73151. * @returns a cube texture
  73152. */
  73153. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  73154. /**
  73155. * Makes a clone, or deep copy, of the cube texture
  73156. * @returns a new cube texture
  73157. */
  73158. clone(): CubeTexture;
  73159. }
  73160. }
  73161. declare module BABYLON {
  73162. /**
  73163. * Manages the defines for the Material
  73164. */
  73165. export class MaterialDefines {
  73166. /** @hidden */
  73167. protected _keys: string[];
  73168. private _isDirty;
  73169. /** @hidden */
  73170. _renderId: number;
  73171. /** @hidden */
  73172. _areLightsDirty: boolean;
  73173. /** @hidden */
  73174. _areLightsDisposed: boolean;
  73175. /** @hidden */
  73176. _areAttributesDirty: boolean;
  73177. /** @hidden */
  73178. _areTexturesDirty: boolean;
  73179. /** @hidden */
  73180. _areFresnelDirty: boolean;
  73181. /** @hidden */
  73182. _areMiscDirty: boolean;
  73183. /** @hidden */
  73184. _areImageProcessingDirty: boolean;
  73185. /** @hidden */
  73186. _normals: boolean;
  73187. /** @hidden */
  73188. _uvs: boolean;
  73189. /** @hidden */
  73190. _needNormals: boolean;
  73191. /** @hidden */
  73192. _needUVs: boolean;
  73193. [id: string]: any;
  73194. /**
  73195. * Specifies if the material needs to be re-calculated
  73196. */
  73197. readonly isDirty: boolean;
  73198. /**
  73199. * Marks the material to indicate that it has been re-calculated
  73200. */
  73201. markAsProcessed(): void;
  73202. /**
  73203. * Marks the material to indicate that it needs to be re-calculated
  73204. */
  73205. markAsUnprocessed(): void;
  73206. /**
  73207. * Marks the material to indicate all of its defines need to be re-calculated
  73208. */
  73209. markAllAsDirty(): void;
  73210. /**
  73211. * Marks the material to indicate that image processing needs to be re-calculated
  73212. */
  73213. markAsImageProcessingDirty(): void;
  73214. /**
  73215. * Marks the material to indicate the lights need to be re-calculated
  73216. * @param disposed Defines whether the light is dirty due to dispose or not
  73217. */
  73218. markAsLightDirty(disposed?: boolean): void;
  73219. /**
  73220. * Marks the attribute state as changed
  73221. */
  73222. markAsAttributesDirty(): void;
  73223. /**
  73224. * Marks the texture state as changed
  73225. */
  73226. markAsTexturesDirty(): void;
  73227. /**
  73228. * Marks the fresnel state as changed
  73229. */
  73230. markAsFresnelDirty(): void;
  73231. /**
  73232. * Marks the misc state as changed
  73233. */
  73234. markAsMiscDirty(): void;
  73235. /**
  73236. * Rebuilds the material defines
  73237. */
  73238. rebuild(): void;
  73239. /**
  73240. * Specifies if two material defines are equal
  73241. * @param other - A material define instance to compare to
  73242. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  73243. */
  73244. isEqual(other: MaterialDefines): boolean;
  73245. /**
  73246. * Clones this instance's defines to another instance
  73247. * @param other - material defines to clone values to
  73248. */
  73249. cloneTo(other: MaterialDefines): void;
  73250. /**
  73251. * Resets the material define values
  73252. */
  73253. reset(): void;
  73254. /**
  73255. * Converts the material define values to a string
  73256. * @returns - String of material define information
  73257. */
  73258. toString(): string;
  73259. }
  73260. }
  73261. declare module BABYLON {
  73262. /**
  73263. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  73264. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  73265. * 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;
  73266. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  73267. */
  73268. export class ColorCurves {
  73269. private _dirty;
  73270. private _tempColor;
  73271. private _globalCurve;
  73272. private _highlightsCurve;
  73273. private _midtonesCurve;
  73274. private _shadowsCurve;
  73275. private _positiveCurve;
  73276. private _negativeCurve;
  73277. private _globalHue;
  73278. private _globalDensity;
  73279. private _globalSaturation;
  73280. private _globalExposure;
  73281. /**
  73282. * Gets the global Hue value.
  73283. * 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).
  73284. */
  73285. /**
  73286. * Sets the global Hue value.
  73287. * 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).
  73288. */
  73289. globalHue: number;
  73290. /**
  73291. * Gets the global Density value.
  73292. * 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.
  73293. * Values less than zero provide a filter of opposite hue.
  73294. */
  73295. /**
  73296. * Sets the global Density value.
  73297. * 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.
  73298. * Values less than zero provide a filter of opposite hue.
  73299. */
  73300. globalDensity: number;
  73301. /**
  73302. * Gets the global Saturation value.
  73303. * 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.
  73304. */
  73305. /**
  73306. * Sets the global Saturation value.
  73307. * 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.
  73308. */
  73309. globalSaturation: number;
  73310. /**
  73311. * Gets the global Exposure value.
  73312. * 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.
  73313. */
  73314. /**
  73315. * Sets the global Exposure value.
  73316. * 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.
  73317. */
  73318. globalExposure: number;
  73319. private _highlightsHue;
  73320. private _highlightsDensity;
  73321. private _highlightsSaturation;
  73322. private _highlightsExposure;
  73323. /**
  73324. * Gets the highlights Hue value.
  73325. * 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).
  73326. */
  73327. /**
  73328. * Sets the highlights Hue value.
  73329. * 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).
  73330. */
  73331. highlightsHue: number;
  73332. /**
  73333. * Gets the highlights Density value.
  73334. * 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.
  73335. * Values less than zero provide a filter of opposite hue.
  73336. */
  73337. /**
  73338. * Sets the highlights Density value.
  73339. * 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.
  73340. * Values less than zero provide a filter of opposite hue.
  73341. */
  73342. highlightsDensity: number;
  73343. /**
  73344. * Gets the highlights Saturation value.
  73345. * 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.
  73346. */
  73347. /**
  73348. * Sets the highlights Saturation value.
  73349. * 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.
  73350. */
  73351. highlightsSaturation: number;
  73352. /**
  73353. * Gets the highlights Exposure value.
  73354. * 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.
  73355. */
  73356. /**
  73357. * Sets the highlights Exposure value.
  73358. * 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.
  73359. */
  73360. highlightsExposure: number;
  73361. private _midtonesHue;
  73362. private _midtonesDensity;
  73363. private _midtonesSaturation;
  73364. private _midtonesExposure;
  73365. /**
  73366. * Gets the midtones Hue value.
  73367. * 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).
  73368. */
  73369. /**
  73370. * Sets the midtones Hue value.
  73371. * 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).
  73372. */
  73373. midtonesHue: number;
  73374. /**
  73375. * Gets the midtones Density value.
  73376. * 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.
  73377. * Values less than zero provide a filter of opposite hue.
  73378. */
  73379. /**
  73380. * Sets the midtones Density value.
  73381. * 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.
  73382. * Values less than zero provide a filter of opposite hue.
  73383. */
  73384. midtonesDensity: number;
  73385. /**
  73386. * Gets the midtones Saturation value.
  73387. * 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.
  73388. */
  73389. /**
  73390. * Sets the midtones Saturation value.
  73391. * 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.
  73392. */
  73393. midtonesSaturation: number;
  73394. /**
  73395. * Gets the midtones Exposure value.
  73396. * 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.
  73397. */
  73398. /**
  73399. * Sets the midtones Exposure value.
  73400. * 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.
  73401. */
  73402. midtonesExposure: number;
  73403. private _shadowsHue;
  73404. private _shadowsDensity;
  73405. private _shadowsSaturation;
  73406. private _shadowsExposure;
  73407. /**
  73408. * Gets the shadows Hue value.
  73409. * 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).
  73410. */
  73411. /**
  73412. * Sets the shadows Hue value.
  73413. * 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).
  73414. */
  73415. shadowsHue: number;
  73416. /**
  73417. * Gets the shadows Density value.
  73418. * 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.
  73419. * Values less than zero provide a filter of opposite hue.
  73420. */
  73421. /**
  73422. * Sets the shadows Density value.
  73423. * 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.
  73424. * Values less than zero provide a filter of opposite hue.
  73425. */
  73426. shadowsDensity: number;
  73427. /**
  73428. * Gets the shadows Saturation value.
  73429. * 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.
  73430. */
  73431. /**
  73432. * Sets the shadows Saturation value.
  73433. * 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.
  73434. */
  73435. shadowsSaturation: number;
  73436. /**
  73437. * Gets the shadows Exposure value.
  73438. * 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.
  73439. */
  73440. /**
  73441. * Sets the shadows Exposure value.
  73442. * 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.
  73443. */
  73444. shadowsExposure: number;
  73445. /**
  73446. * Returns the class name
  73447. * @returns The class name
  73448. */
  73449. getClassName(): string;
  73450. /**
  73451. * Binds the color curves to the shader.
  73452. * @param colorCurves The color curve to bind
  73453. * @param effect The effect to bind to
  73454. * @param positiveUniform The positive uniform shader parameter
  73455. * @param neutralUniform The neutral uniform shader parameter
  73456. * @param negativeUniform The negative uniform shader parameter
  73457. */
  73458. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  73459. /**
  73460. * Prepare the list of uniforms associated with the ColorCurves effects.
  73461. * @param uniformsList The list of uniforms used in the effect
  73462. */
  73463. static PrepareUniforms(uniformsList: string[]): void;
  73464. /**
  73465. * Returns color grading data based on a hue, density, saturation and exposure value.
  73466. * @param filterHue The hue of the color filter.
  73467. * @param filterDensity The density of the color filter.
  73468. * @param saturation The saturation.
  73469. * @param exposure The exposure.
  73470. * @param result The result data container.
  73471. */
  73472. private getColorGradingDataToRef;
  73473. /**
  73474. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  73475. * @param value The input slider value in range [-100,100].
  73476. * @returns Adjusted value.
  73477. */
  73478. private static applyColorGradingSliderNonlinear;
  73479. /**
  73480. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  73481. * @param hue The hue (H) input.
  73482. * @param saturation The saturation (S) input.
  73483. * @param brightness The brightness (B) input.
  73484. * @result An RGBA color represented as Vector4.
  73485. */
  73486. private static fromHSBToRef;
  73487. /**
  73488. * Returns a value clamped between min and max
  73489. * @param value The value to clamp
  73490. * @param min The minimum of value
  73491. * @param max The maximum of value
  73492. * @returns The clamped value.
  73493. */
  73494. private static clamp;
  73495. /**
  73496. * Clones the current color curve instance.
  73497. * @return The cloned curves
  73498. */
  73499. clone(): ColorCurves;
  73500. /**
  73501. * Serializes the current color curve instance to a json representation.
  73502. * @return a JSON representation
  73503. */
  73504. serialize(): any;
  73505. /**
  73506. * Parses the color curve from a json representation.
  73507. * @param source the JSON source to parse
  73508. * @return The parsed curves
  73509. */
  73510. static Parse(source: any): ColorCurves;
  73511. }
  73512. }
  73513. declare module BABYLON {
  73514. /**
  73515. * Interface to follow in your material defines to integrate easily the
  73516. * Image proccessing functions.
  73517. * @hidden
  73518. */
  73519. export interface IImageProcessingConfigurationDefines {
  73520. IMAGEPROCESSING: boolean;
  73521. VIGNETTE: boolean;
  73522. VIGNETTEBLENDMODEMULTIPLY: boolean;
  73523. VIGNETTEBLENDMODEOPAQUE: boolean;
  73524. TONEMAPPING: boolean;
  73525. TONEMAPPING_ACES: boolean;
  73526. CONTRAST: boolean;
  73527. EXPOSURE: boolean;
  73528. COLORCURVES: boolean;
  73529. COLORGRADING: boolean;
  73530. COLORGRADING3D: boolean;
  73531. SAMPLER3DGREENDEPTH: boolean;
  73532. SAMPLER3DBGRMAP: boolean;
  73533. IMAGEPROCESSINGPOSTPROCESS: boolean;
  73534. }
  73535. /**
  73536. * @hidden
  73537. */
  73538. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  73539. IMAGEPROCESSING: boolean;
  73540. VIGNETTE: boolean;
  73541. VIGNETTEBLENDMODEMULTIPLY: boolean;
  73542. VIGNETTEBLENDMODEOPAQUE: boolean;
  73543. TONEMAPPING: boolean;
  73544. TONEMAPPING_ACES: boolean;
  73545. CONTRAST: boolean;
  73546. COLORCURVES: boolean;
  73547. COLORGRADING: boolean;
  73548. COLORGRADING3D: boolean;
  73549. SAMPLER3DGREENDEPTH: boolean;
  73550. SAMPLER3DBGRMAP: boolean;
  73551. IMAGEPROCESSINGPOSTPROCESS: boolean;
  73552. EXPOSURE: boolean;
  73553. constructor();
  73554. }
  73555. /**
  73556. * This groups together the common properties used for image processing either in direct forward pass
  73557. * or through post processing effect depending on the use of the image processing pipeline in your scene
  73558. * or not.
  73559. */
  73560. export class ImageProcessingConfiguration {
  73561. /**
  73562. * Default tone mapping applied in BabylonJS.
  73563. */
  73564. static readonly TONEMAPPING_STANDARD: number;
  73565. /**
  73566. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  73567. * to other engines rendering to increase portability.
  73568. */
  73569. static readonly TONEMAPPING_ACES: number;
  73570. /**
  73571. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  73572. */
  73573. colorCurves: Nullable<ColorCurves>;
  73574. private _colorCurvesEnabled;
  73575. /**
  73576. * Gets wether the color curves effect is enabled.
  73577. */
  73578. /**
  73579. * Sets wether the color curves effect is enabled.
  73580. */
  73581. colorCurvesEnabled: boolean;
  73582. private _colorGradingTexture;
  73583. /**
  73584. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  73585. */
  73586. /**
  73587. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  73588. */
  73589. colorGradingTexture: Nullable<BaseTexture>;
  73590. private _colorGradingEnabled;
  73591. /**
  73592. * Gets wether the color grading effect is enabled.
  73593. */
  73594. /**
  73595. * Sets wether the color grading effect is enabled.
  73596. */
  73597. colorGradingEnabled: boolean;
  73598. private _colorGradingWithGreenDepth;
  73599. /**
  73600. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  73601. */
  73602. /**
  73603. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  73604. */
  73605. colorGradingWithGreenDepth: boolean;
  73606. private _colorGradingBGR;
  73607. /**
  73608. * Gets wether the color grading texture contains BGR values.
  73609. */
  73610. /**
  73611. * Sets wether the color grading texture contains BGR values.
  73612. */
  73613. colorGradingBGR: boolean;
  73614. /** @hidden */
  73615. _exposure: number;
  73616. /**
  73617. * Gets the Exposure used in the effect.
  73618. */
  73619. /**
  73620. * Sets the Exposure used in the effect.
  73621. */
  73622. exposure: number;
  73623. private _toneMappingEnabled;
  73624. /**
  73625. * Gets wether the tone mapping effect is enabled.
  73626. */
  73627. /**
  73628. * Sets wether the tone mapping effect is enabled.
  73629. */
  73630. toneMappingEnabled: boolean;
  73631. private _toneMappingType;
  73632. /**
  73633. * Gets the type of tone mapping effect.
  73634. */
  73635. /**
  73636. * Sets the type of tone mapping effect used in BabylonJS.
  73637. */
  73638. toneMappingType: number;
  73639. protected _contrast: number;
  73640. /**
  73641. * Gets the contrast used in the effect.
  73642. */
  73643. /**
  73644. * Sets the contrast used in the effect.
  73645. */
  73646. contrast: number;
  73647. /**
  73648. * Vignette stretch size.
  73649. */
  73650. vignetteStretch: number;
  73651. /**
  73652. * Vignette centre X Offset.
  73653. */
  73654. vignetteCentreX: number;
  73655. /**
  73656. * Vignette centre Y Offset.
  73657. */
  73658. vignetteCentreY: number;
  73659. /**
  73660. * Vignette weight or intensity of the vignette effect.
  73661. */
  73662. vignetteWeight: number;
  73663. /**
  73664. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  73665. * if vignetteEnabled is set to true.
  73666. */
  73667. vignetteColor: Color4;
  73668. /**
  73669. * Camera field of view used by the Vignette effect.
  73670. */
  73671. vignetteCameraFov: number;
  73672. private _vignetteBlendMode;
  73673. /**
  73674. * Gets the vignette blend mode allowing different kind of effect.
  73675. */
  73676. /**
  73677. * Sets the vignette blend mode allowing different kind of effect.
  73678. */
  73679. vignetteBlendMode: number;
  73680. private _vignetteEnabled;
  73681. /**
  73682. * Gets wether the vignette effect is enabled.
  73683. */
  73684. /**
  73685. * Sets wether the vignette effect is enabled.
  73686. */
  73687. vignetteEnabled: boolean;
  73688. private _applyByPostProcess;
  73689. /**
  73690. * Gets wether the image processing is applied through a post process or not.
  73691. */
  73692. /**
  73693. * Sets wether the image processing is applied through a post process or not.
  73694. */
  73695. applyByPostProcess: boolean;
  73696. private _isEnabled;
  73697. /**
  73698. * Gets wether the image processing is enabled or not.
  73699. */
  73700. /**
  73701. * Sets wether the image processing is enabled or not.
  73702. */
  73703. isEnabled: boolean;
  73704. /**
  73705. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  73706. */
  73707. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  73708. /**
  73709. * Method called each time the image processing information changes requires to recompile the effect.
  73710. */
  73711. protected _updateParameters(): void;
  73712. /**
  73713. * Gets the current class name.
  73714. * @return "ImageProcessingConfiguration"
  73715. */
  73716. getClassName(): string;
  73717. /**
  73718. * Prepare the list of uniforms associated with the Image Processing effects.
  73719. * @param uniforms The list of uniforms used in the effect
  73720. * @param defines the list of defines currently in use
  73721. */
  73722. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  73723. /**
  73724. * Prepare the list of samplers associated with the Image Processing effects.
  73725. * @param samplersList The list of uniforms used in the effect
  73726. * @param defines the list of defines currently in use
  73727. */
  73728. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  73729. /**
  73730. * Prepare the list of defines associated to the shader.
  73731. * @param defines the list of defines to complete
  73732. * @param forPostProcess Define if we are currently in post process mode or not
  73733. */
  73734. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  73735. /**
  73736. * Returns true if all the image processing information are ready.
  73737. * @returns True if ready, otherwise, false
  73738. */
  73739. isReady(): boolean;
  73740. /**
  73741. * Binds the image processing to the shader.
  73742. * @param effect The effect to bind to
  73743. * @param aspectRatio Define the current aspect ratio of the effect
  73744. */
  73745. bind(effect: Effect, aspectRatio?: number): void;
  73746. /**
  73747. * Clones the current image processing instance.
  73748. * @return The cloned image processing
  73749. */
  73750. clone(): ImageProcessingConfiguration;
  73751. /**
  73752. * Serializes the current image processing instance to a json representation.
  73753. * @return a JSON representation
  73754. */
  73755. serialize(): any;
  73756. /**
  73757. * Parses the image processing from a json representation.
  73758. * @param source the JSON source to parse
  73759. * @return The parsed image processing
  73760. */
  73761. static Parse(source: any): ImageProcessingConfiguration;
  73762. private static _VIGNETTEMODE_MULTIPLY;
  73763. private static _VIGNETTEMODE_OPAQUE;
  73764. /**
  73765. * Used to apply the vignette as a mix with the pixel color.
  73766. */
  73767. static readonly VIGNETTEMODE_MULTIPLY: number;
  73768. /**
  73769. * Used to apply the vignette as a replacement of the pixel color.
  73770. */
  73771. static readonly VIGNETTEMODE_OPAQUE: number;
  73772. }
  73773. }
  73774. declare module BABYLON {
  73775. /** @hidden */
  73776. export var postprocessVertexShader: {
  73777. name: string;
  73778. shader: string;
  73779. };
  73780. }
  73781. declare module BABYLON {
  73782. /** Defines supported spaces */
  73783. export enum Space {
  73784. /** Local (object) space */
  73785. LOCAL = 0,
  73786. /** World space */
  73787. WORLD = 1,
  73788. /** Bone space */
  73789. BONE = 2
  73790. }
  73791. /** Defines the 3 main axes */
  73792. export class Axis {
  73793. /** X axis */
  73794. static X: Vector3;
  73795. /** Y axis */
  73796. static Y: Vector3;
  73797. /** Z axis */
  73798. static Z: Vector3;
  73799. }
  73800. }
  73801. declare module BABYLON {
  73802. /**
  73803. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  73804. * This is the base of the follow, arc rotate cameras and Free camera
  73805. * @see http://doc.babylonjs.com/features/cameras
  73806. */
  73807. export class TargetCamera extends Camera {
  73808. private static _RigCamTransformMatrix;
  73809. private static _TargetTransformMatrix;
  73810. private static _TargetFocalPoint;
  73811. /**
  73812. * Define the current direction the camera is moving to
  73813. */
  73814. cameraDirection: Vector3;
  73815. /**
  73816. * Define the current rotation the camera is rotating to
  73817. */
  73818. cameraRotation: Vector2;
  73819. /**
  73820. * When set, the up vector of the camera will be updated by the rotation of the camera
  73821. */
  73822. updateUpVectorFromRotation: boolean;
  73823. private _tmpQuaternion;
  73824. /**
  73825. * Define the current rotation of the camera
  73826. */
  73827. rotation: Vector3;
  73828. /**
  73829. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  73830. */
  73831. rotationQuaternion: Quaternion;
  73832. /**
  73833. * Define the current speed of the camera
  73834. */
  73835. speed: number;
  73836. /**
  73837. * Add cconstraint to the camera to prevent it to move freely in all directions and
  73838. * around all axis.
  73839. */
  73840. noRotationConstraint: boolean;
  73841. /**
  73842. * Define the current target of the camera as an object or a position.
  73843. */
  73844. lockedTarget: any;
  73845. /** @hidden */
  73846. _currentTarget: Vector3;
  73847. /** @hidden */
  73848. _initialFocalDistance: number;
  73849. /** @hidden */
  73850. _viewMatrix: Matrix;
  73851. /** @hidden */
  73852. _camMatrix: Matrix;
  73853. /** @hidden */
  73854. _cameraTransformMatrix: Matrix;
  73855. /** @hidden */
  73856. _cameraRotationMatrix: Matrix;
  73857. /** @hidden */
  73858. _referencePoint: Vector3;
  73859. /** @hidden */
  73860. _transformedReferencePoint: Vector3;
  73861. protected _globalCurrentTarget: Vector3;
  73862. protected _globalCurrentUpVector: Vector3;
  73863. /** @hidden */
  73864. _reset: () => void;
  73865. private _defaultUp;
  73866. /**
  73867. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  73868. * This is the base of the follow, arc rotate cameras and Free camera
  73869. * @see http://doc.babylonjs.com/features/cameras
  73870. * @param name Defines the name of the camera in the scene
  73871. * @param position Defines the start position of the camera in the scene
  73872. * @param scene Defines the scene the camera belongs to
  73873. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  73874. */
  73875. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  73876. /**
  73877. * Gets the position in front of the camera at a given distance.
  73878. * @param distance The distance from the camera we want the position to be
  73879. * @returns the position
  73880. */
  73881. getFrontPosition(distance: number): Vector3;
  73882. /** @hidden */
  73883. _getLockedTargetPosition(): Nullable<Vector3>;
  73884. private _storedPosition;
  73885. private _storedRotation;
  73886. private _storedRotationQuaternion;
  73887. /**
  73888. * Store current camera state of the camera (fov, position, rotation, etc..)
  73889. * @returns the camera
  73890. */
  73891. storeState(): Camera;
  73892. /**
  73893. * Restored camera state. You must call storeState() first
  73894. * @returns whether it was successful or not
  73895. * @hidden
  73896. */
  73897. _restoreStateValues(): boolean;
  73898. /** @hidden */
  73899. _initCache(): void;
  73900. /** @hidden */
  73901. _updateCache(ignoreParentClass?: boolean): void;
  73902. /** @hidden */
  73903. _isSynchronizedViewMatrix(): boolean;
  73904. /** @hidden */
  73905. _computeLocalCameraSpeed(): number;
  73906. /**
  73907. * Defines the target the camera should look at.
  73908. * @param target Defines the new target as a Vector or a mesh
  73909. */
  73910. setTarget(target: Vector3): void;
  73911. /**
  73912. * Return the current target position of the camera. This value is expressed in local space.
  73913. * @returns the target position
  73914. */
  73915. getTarget(): Vector3;
  73916. /** @hidden */
  73917. _decideIfNeedsToMove(): boolean;
  73918. /** @hidden */
  73919. _updatePosition(): void;
  73920. /** @hidden */
  73921. _checkInputs(): void;
  73922. protected _updateCameraRotationMatrix(): void;
  73923. /**
  73924. * 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)
  73925. * @returns the current camera
  73926. */
  73927. private _rotateUpVectorWithCameraRotationMatrix;
  73928. private _cachedRotationZ;
  73929. private _cachedQuaternionRotationZ;
  73930. /** @hidden */
  73931. _getViewMatrix(): Matrix;
  73932. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  73933. /**
  73934. * @hidden
  73935. */
  73936. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  73937. /**
  73938. * @hidden
  73939. */
  73940. _updateRigCameras(): void;
  73941. private _getRigCamPositionAndTarget;
  73942. /**
  73943. * Gets the current object class name.
  73944. * @return the class name
  73945. */
  73946. getClassName(): string;
  73947. }
  73948. }
  73949. declare module BABYLON {
  73950. /**
  73951. * Gather the list of keyboard event types as constants.
  73952. */
  73953. export class KeyboardEventTypes {
  73954. /**
  73955. * The keydown event is fired when a key becomes active (pressed).
  73956. */
  73957. static readonly KEYDOWN: number;
  73958. /**
  73959. * The keyup event is fired when a key has been released.
  73960. */
  73961. static readonly KEYUP: number;
  73962. }
  73963. /**
  73964. * This class is used to store keyboard related info for the onKeyboardObservable event.
  73965. */
  73966. export class KeyboardInfo {
  73967. /**
  73968. * Defines the type of event (KeyboardEventTypes)
  73969. */
  73970. type: number;
  73971. /**
  73972. * Defines the related dom event
  73973. */
  73974. event: KeyboardEvent;
  73975. /**
  73976. * Instantiates a new keyboard info.
  73977. * This class is used to store keyboard related info for the onKeyboardObservable event.
  73978. * @param type Defines the type of event (KeyboardEventTypes)
  73979. * @param event Defines the related dom event
  73980. */
  73981. constructor(
  73982. /**
  73983. * Defines the type of event (KeyboardEventTypes)
  73984. */
  73985. type: number,
  73986. /**
  73987. * Defines the related dom event
  73988. */
  73989. event: KeyboardEvent);
  73990. }
  73991. /**
  73992. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  73993. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  73994. */
  73995. export class KeyboardInfoPre extends KeyboardInfo {
  73996. /**
  73997. * Defines the type of event (KeyboardEventTypes)
  73998. */
  73999. type: number;
  74000. /**
  74001. * Defines the related dom event
  74002. */
  74003. event: KeyboardEvent;
  74004. /**
  74005. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  74006. */
  74007. skipOnPointerObservable: boolean;
  74008. /**
  74009. * Instantiates a new keyboard pre info.
  74010. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  74011. * @param type Defines the type of event (KeyboardEventTypes)
  74012. * @param event Defines the related dom event
  74013. */
  74014. constructor(
  74015. /**
  74016. * Defines the type of event (KeyboardEventTypes)
  74017. */
  74018. type: number,
  74019. /**
  74020. * Defines the related dom event
  74021. */
  74022. event: KeyboardEvent);
  74023. }
  74024. }
  74025. declare module BABYLON {
  74026. /**
  74027. * Manage the keyboard inputs to control the movement of a free camera.
  74028. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74029. */
  74030. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  74031. /**
  74032. * Defines the camera the input is attached to.
  74033. */
  74034. camera: FreeCamera;
  74035. /**
  74036. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  74037. */
  74038. keysUp: number[];
  74039. /**
  74040. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  74041. */
  74042. keysDown: number[];
  74043. /**
  74044. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  74045. */
  74046. keysLeft: number[];
  74047. /**
  74048. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  74049. */
  74050. keysRight: number[];
  74051. private _keys;
  74052. private _onCanvasBlurObserver;
  74053. private _onKeyboardObserver;
  74054. private _engine;
  74055. private _scene;
  74056. /**
  74057. * Attach the input controls to a specific dom element to get the input from.
  74058. * @param element Defines the element the controls should be listened from
  74059. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74060. */
  74061. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  74062. /**
  74063. * Detach the current controls from the specified dom element.
  74064. * @param element Defines the element to stop listening the inputs from
  74065. */
  74066. detachControl(element: Nullable<HTMLElement>): void;
  74067. /**
  74068. * Update the current camera state depending on the inputs that have been used this frame.
  74069. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74070. */
  74071. checkInputs(): void;
  74072. /**
  74073. * Gets the class name of the current intput.
  74074. * @returns the class name
  74075. */
  74076. getClassName(): string;
  74077. /** @hidden */
  74078. _onLostFocus(): void;
  74079. /**
  74080. * Get the friendly name associated with the input class.
  74081. * @returns the input friendly name
  74082. */
  74083. getSimpleName(): string;
  74084. }
  74085. }
  74086. declare module BABYLON {
  74087. /**
  74088. * Interface describing all the common properties and methods a shadow light needs to implement.
  74089. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  74090. * as well as binding the different shadow properties to the effects.
  74091. */
  74092. export interface IShadowLight extends Light {
  74093. /**
  74094. * The light id in the scene (used in scene.findLighById for instance)
  74095. */
  74096. id: string;
  74097. /**
  74098. * The position the shdow will be casted from.
  74099. */
  74100. position: Vector3;
  74101. /**
  74102. * In 2d mode (needCube being false), the direction used to cast the shadow.
  74103. */
  74104. direction: Vector3;
  74105. /**
  74106. * The transformed position. Position of the light in world space taking parenting in account.
  74107. */
  74108. transformedPosition: Vector3;
  74109. /**
  74110. * The transformed direction. Direction of the light in world space taking parenting in account.
  74111. */
  74112. transformedDirection: Vector3;
  74113. /**
  74114. * The friendly name of the light in the scene.
  74115. */
  74116. name: string;
  74117. /**
  74118. * Defines the shadow projection clipping minimum z value.
  74119. */
  74120. shadowMinZ: number;
  74121. /**
  74122. * Defines the shadow projection clipping maximum z value.
  74123. */
  74124. shadowMaxZ: number;
  74125. /**
  74126. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  74127. * @returns true if the information has been computed, false if it does not need to (no parenting)
  74128. */
  74129. computeTransformedInformation(): boolean;
  74130. /**
  74131. * Gets the scene the light belongs to.
  74132. * @returns The scene
  74133. */
  74134. getScene(): Scene;
  74135. /**
  74136. * Callback defining a custom Projection Matrix Builder.
  74137. * This can be used to override the default projection matrix computation.
  74138. */
  74139. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  74140. /**
  74141. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  74142. * @param matrix The materix to updated with the projection information
  74143. * @param viewMatrix The transform matrix of the light
  74144. * @param renderList The list of mesh to render in the map
  74145. * @returns The current light
  74146. */
  74147. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  74148. /**
  74149. * Gets the current depth scale used in ESM.
  74150. * @returns The scale
  74151. */
  74152. getDepthScale(): number;
  74153. /**
  74154. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  74155. * @returns true if a cube texture needs to be use
  74156. */
  74157. needCube(): boolean;
  74158. /**
  74159. * Detects if the projection matrix requires to be recomputed this frame.
  74160. * @returns true if it requires to be recomputed otherwise, false.
  74161. */
  74162. needProjectionMatrixCompute(): boolean;
  74163. /**
  74164. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  74165. */
  74166. forceProjectionMatrixCompute(): void;
  74167. /**
  74168. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  74169. * @param faceIndex The index of the face we are computed the direction to generate shadow
  74170. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  74171. */
  74172. getShadowDirection(faceIndex?: number): Vector3;
  74173. /**
  74174. * Gets the minZ used for shadow according to both the scene and the light.
  74175. * @param activeCamera The camera we are returning the min for
  74176. * @returns the depth min z
  74177. */
  74178. getDepthMinZ(activeCamera: Camera): number;
  74179. /**
  74180. * Gets the maxZ used for shadow according to both the scene and the light.
  74181. * @param activeCamera The camera we are returning the max for
  74182. * @returns the depth max z
  74183. */
  74184. getDepthMaxZ(activeCamera: Camera): number;
  74185. }
  74186. /**
  74187. * Base implementation IShadowLight
  74188. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  74189. */
  74190. export abstract class ShadowLight extends Light implements IShadowLight {
  74191. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  74192. protected _position: Vector3;
  74193. protected _setPosition(value: Vector3): void;
  74194. /**
  74195. * Sets the position the shadow will be casted from. Also use as the light position for both
  74196. * point and spot lights.
  74197. */
  74198. /**
  74199. * Sets the position the shadow will be casted from. Also use as the light position for both
  74200. * point and spot lights.
  74201. */
  74202. position: Vector3;
  74203. protected _direction: Vector3;
  74204. protected _setDirection(value: Vector3): void;
  74205. /**
  74206. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  74207. * Also use as the light direction on spot and directional lights.
  74208. */
  74209. /**
  74210. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  74211. * Also use as the light direction on spot and directional lights.
  74212. */
  74213. direction: Vector3;
  74214. private _shadowMinZ;
  74215. /**
  74216. * Gets the shadow projection clipping minimum z value.
  74217. */
  74218. /**
  74219. * Sets the shadow projection clipping minimum z value.
  74220. */
  74221. shadowMinZ: number;
  74222. private _shadowMaxZ;
  74223. /**
  74224. * Sets the shadow projection clipping maximum z value.
  74225. */
  74226. /**
  74227. * Gets the shadow projection clipping maximum z value.
  74228. */
  74229. shadowMaxZ: number;
  74230. /**
  74231. * Callback defining a custom Projection Matrix Builder.
  74232. * This can be used to override the default projection matrix computation.
  74233. */
  74234. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  74235. /**
  74236. * The transformed position. Position of the light in world space taking parenting in account.
  74237. */
  74238. transformedPosition: Vector3;
  74239. /**
  74240. * The transformed direction. Direction of the light in world space taking parenting in account.
  74241. */
  74242. transformedDirection: Vector3;
  74243. private _needProjectionMatrixCompute;
  74244. /**
  74245. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  74246. * @returns true if the information has been computed, false if it does not need to (no parenting)
  74247. */
  74248. computeTransformedInformation(): boolean;
  74249. /**
  74250. * Return the depth scale used for the shadow map.
  74251. * @returns the depth scale.
  74252. */
  74253. getDepthScale(): number;
  74254. /**
  74255. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  74256. * @param faceIndex The index of the face we are computed the direction to generate shadow
  74257. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  74258. */
  74259. getShadowDirection(faceIndex?: number): Vector3;
  74260. /**
  74261. * Returns the ShadowLight absolute position in the World.
  74262. * @returns the position vector in world space
  74263. */
  74264. getAbsolutePosition(): Vector3;
  74265. /**
  74266. * Sets the ShadowLight direction toward the passed target.
  74267. * @param target The point to target in local space
  74268. * @returns the updated ShadowLight direction
  74269. */
  74270. setDirectionToTarget(target: Vector3): Vector3;
  74271. /**
  74272. * Returns the light rotation in euler definition.
  74273. * @returns the x y z rotation in local space.
  74274. */
  74275. getRotation(): Vector3;
  74276. /**
  74277. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  74278. * @returns true if a cube texture needs to be use
  74279. */
  74280. needCube(): boolean;
  74281. /**
  74282. * Detects if the projection matrix requires to be recomputed this frame.
  74283. * @returns true if it requires to be recomputed otherwise, false.
  74284. */
  74285. needProjectionMatrixCompute(): boolean;
  74286. /**
  74287. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  74288. */
  74289. forceProjectionMatrixCompute(): void;
  74290. /** @hidden */
  74291. _initCache(): void;
  74292. /** @hidden */
  74293. _isSynchronized(): boolean;
  74294. /**
  74295. * Computes the world matrix of the node
  74296. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  74297. * @returns the world matrix
  74298. */
  74299. computeWorldMatrix(force?: boolean): Matrix;
  74300. /**
  74301. * Gets the minZ used for shadow according to both the scene and the light.
  74302. * @param activeCamera The camera we are returning the min for
  74303. * @returns the depth min z
  74304. */
  74305. getDepthMinZ(activeCamera: Camera): number;
  74306. /**
  74307. * Gets the maxZ used for shadow according to both the scene and the light.
  74308. * @param activeCamera The camera we are returning the max for
  74309. * @returns the depth max z
  74310. */
  74311. getDepthMaxZ(activeCamera: Camera): number;
  74312. /**
  74313. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  74314. * @param matrix The materix to updated with the projection information
  74315. * @param viewMatrix The transform matrix of the light
  74316. * @param renderList The list of mesh to render in the map
  74317. * @returns The current light
  74318. */
  74319. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  74320. }
  74321. }
  74322. declare module BABYLON {
  74323. /**
  74324. * "Static Class" containing the most commonly used helper while dealing with material for
  74325. * rendering purpose.
  74326. *
  74327. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  74328. *
  74329. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  74330. */
  74331. export class MaterialHelper {
  74332. /**
  74333. * Bind the current view position to an effect.
  74334. * @param effect The effect to be bound
  74335. * @param scene The scene the eyes position is used from
  74336. */
  74337. static BindEyePosition(effect: Effect, scene: Scene): void;
  74338. /**
  74339. * Helps preparing the defines values about the UVs in used in the effect.
  74340. * UVs are shared as much as we can accross channels in the shaders.
  74341. * @param texture The texture we are preparing the UVs for
  74342. * @param defines The defines to update
  74343. * @param key The channel key "diffuse", "specular"... used in the shader
  74344. */
  74345. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  74346. /**
  74347. * Binds a texture matrix value to its corrsponding uniform
  74348. * @param texture The texture to bind the matrix for
  74349. * @param uniformBuffer The uniform buffer receivin the data
  74350. * @param key The channel key "diffuse", "specular"... used in the shader
  74351. */
  74352. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  74353. /**
  74354. * Gets the current status of the fog (should it be enabled?)
  74355. * @param mesh defines the mesh to evaluate for fog support
  74356. * @param scene defines the hosting scene
  74357. * @returns true if fog must be enabled
  74358. */
  74359. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  74360. /**
  74361. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  74362. * @param mesh defines the current mesh
  74363. * @param scene defines the current scene
  74364. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  74365. * @param pointsCloud defines if point cloud rendering has to be turned on
  74366. * @param fogEnabled defines if fog has to be turned on
  74367. * @param alphaTest defines if alpha testing has to be turned on
  74368. * @param defines defines the current list of defines
  74369. */
  74370. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  74371. /**
  74372. * Helper used to prepare the list of defines associated with frame values for shader compilation
  74373. * @param scene defines the current scene
  74374. * @param engine defines the current engine
  74375. * @param defines specifies the list of active defines
  74376. * @param useInstances defines if instances have to be turned on
  74377. * @param useClipPlane defines if clip plane have to be turned on
  74378. */
  74379. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  74380. /**
  74381. * Prepares the defines for bones
  74382. * @param mesh The mesh containing the geometry data we will draw
  74383. * @param defines The defines to update
  74384. */
  74385. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  74386. /**
  74387. * Prepares the defines for morph targets
  74388. * @param mesh The mesh containing the geometry data we will draw
  74389. * @param defines The defines to update
  74390. */
  74391. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  74392. /**
  74393. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  74394. * @param mesh The mesh containing the geometry data we will draw
  74395. * @param defines The defines to update
  74396. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  74397. * @param useBones Precise whether bones should be used or not (override mesh info)
  74398. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  74399. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  74400. * @returns false if defines are considered not dirty and have not been checked
  74401. */
  74402. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  74403. /**
  74404. * Prepares the defines related to multiview
  74405. * @param scene The scene we are intending to draw
  74406. * @param defines The defines to update
  74407. */
  74408. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  74409. /**
  74410. * Prepares the defines related to the light information passed in parameter
  74411. * @param scene The scene we are intending to draw
  74412. * @param mesh The mesh the effect is compiling for
  74413. * @param light The light the effect is compiling for
  74414. * @param lightIndex The index of the light
  74415. * @param defines The defines to update
  74416. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  74417. * @param state Defines the current state regarding what is needed (normals, etc...)
  74418. */
  74419. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  74420. needNormals: boolean;
  74421. needRebuild: boolean;
  74422. shadowEnabled: boolean;
  74423. specularEnabled: boolean;
  74424. lightmapMode: boolean;
  74425. }): void;
  74426. /**
  74427. * Prepares the defines related to the light information passed in parameter
  74428. * @param scene The scene we are intending to draw
  74429. * @param mesh The mesh the effect is compiling for
  74430. * @param defines The defines to update
  74431. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  74432. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  74433. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  74434. * @returns true if normals will be required for the rest of the effect
  74435. */
  74436. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  74437. /**
  74438. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  74439. * @param lightIndex defines the light index
  74440. * @param uniformsList The uniform list
  74441. * @param samplersList The sampler list
  74442. * @param projectedLightTexture defines if projected texture must be used
  74443. * @param uniformBuffersList defines an optional list of uniform buffers
  74444. */
  74445. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  74446. /**
  74447. * Prepares the uniforms and samplers list to be used in the effect
  74448. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  74449. * @param samplersList The sampler list
  74450. * @param defines The defines helping in the list generation
  74451. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  74452. */
  74453. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  74454. /**
  74455. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  74456. * @param defines The defines to update while falling back
  74457. * @param fallbacks The authorized effect fallbacks
  74458. * @param maxSimultaneousLights The maximum number of lights allowed
  74459. * @param rank the current rank of the Effect
  74460. * @returns The newly affected rank
  74461. */
  74462. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  74463. private static _TmpMorphInfluencers;
  74464. /**
  74465. * Prepares the list of attributes required for morph targets according to the effect defines.
  74466. * @param attribs The current list of supported attribs
  74467. * @param mesh The mesh to prepare the morph targets attributes for
  74468. * @param influencers The number of influencers
  74469. */
  74470. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  74471. /**
  74472. * Prepares the list of attributes required for morph targets according to the effect defines.
  74473. * @param attribs The current list of supported attribs
  74474. * @param mesh The mesh to prepare the morph targets attributes for
  74475. * @param defines The current Defines of the effect
  74476. */
  74477. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  74478. /**
  74479. * Prepares the list of attributes required for bones according to the effect defines.
  74480. * @param attribs The current list of supported attribs
  74481. * @param mesh The mesh to prepare the bones attributes for
  74482. * @param defines The current Defines of the effect
  74483. * @param fallbacks The current efffect fallback strategy
  74484. */
  74485. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  74486. /**
  74487. * Check and prepare the list of attributes required for instances according to the effect defines.
  74488. * @param attribs The current list of supported attribs
  74489. * @param defines The current MaterialDefines of the effect
  74490. */
  74491. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  74492. /**
  74493. * Add the list of attributes required for instances to the attribs array.
  74494. * @param attribs The current list of supported attribs
  74495. */
  74496. static PushAttributesForInstances(attribs: string[]): void;
  74497. /**
  74498. * Binds the light shadow information to the effect for the given mesh.
  74499. * @param light The light containing the generator
  74500. * @param scene The scene the lights belongs to
  74501. * @param mesh The mesh we are binding the information to render
  74502. * @param lightIndex The light index in the effect used to render the mesh
  74503. * @param effect The effect we are binding the data to
  74504. */
  74505. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  74506. /**
  74507. * Binds the light information to the effect.
  74508. * @param light The light containing the generator
  74509. * @param effect The effect we are binding the data to
  74510. * @param lightIndex The light index in the effect used to render
  74511. */
  74512. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  74513. /**
  74514. * Binds the lights information from the scene to the effect for the given mesh.
  74515. * @param light Light to bind
  74516. * @param lightIndex Light index
  74517. * @param scene The scene where the light belongs to
  74518. * @param mesh The mesh we are binding the information to render
  74519. * @param effect The effect we are binding the data to
  74520. * @param useSpecular Defines if specular is supported
  74521. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  74522. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  74523. */
  74524. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  74525. /**
  74526. * Binds the lights information from the scene to the effect for the given mesh.
  74527. * @param scene The scene the lights belongs to
  74528. * @param mesh The mesh we are binding the information to render
  74529. * @param effect The effect we are binding the data to
  74530. * @param defines The generated defines for the effect
  74531. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  74532. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  74533. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  74534. */
  74535. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  74536. private static _tempFogColor;
  74537. /**
  74538. * Binds the fog information from the scene to the effect for the given mesh.
  74539. * @param scene The scene the lights belongs to
  74540. * @param mesh The mesh we are binding the information to render
  74541. * @param effect The effect we are binding the data to
  74542. * @param linearSpace Defines if the fog effect is applied in linear space
  74543. */
  74544. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  74545. /**
  74546. * Binds the bones information from the mesh to the effect.
  74547. * @param mesh The mesh we are binding the information to render
  74548. * @param effect The effect we are binding the data to
  74549. */
  74550. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  74551. /**
  74552. * Binds the morph targets information from the mesh to the effect.
  74553. * @param abstractMesh The mesh we are binding the information to render
  74554. * @param effect The effect we are binding the data to
  74555. */
  74556. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  74557. /**
  74558. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  74559. * @param defines The generated defines used in the effect
  74560. * @param effect The effect we are binding the data to
  74561. * @param scene The scene we are willing to render with logarithmic scale for
  74562. */
  74563. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  74564. /**
  74565. * Binds the clip plane information from the scene to the effect.
  74566. * @param scene The scene the clip plane information are extracted from
  74567. * @param effect The effect we are binding the data to
  74568. */
  74569. static BindClipPlane(effect: Effect, scene: Scene): void;
  74570. }
  74571. }
  74572. declare module BABYLON {
  74573. /** @hidden */
  74574. export var packingFunctions: {
  74575. name: string;
  74576. shader: string;
  74577. };
  74578. }
  74579. declare module BABYLON {
  74580. /** @hidden */
  74581. export var shadowMapPixelShader: {
  74582. name: string;
  74583. shader: string;
  74584. };
  74585. }
  74586. declare module BABYLON {
  74587. /** @hidden */
  74588. export var bonesDeclaration: {
  74589. name: string;
  74590. shader: string;
  74591. };
  74592. }
  74593. declare module BABYLON {
  74594. /** @hidden */
  74595. export var morphTargetsVertexGlobalDeclaration: {
  74596. name: string;
  74597. shader: string;
  74598. };
  74599. }
  74600. declare module BABYLON {
  74601. /** @hidden */
  74602. export var morphTargetsVertexDeclaration: {
  74603. name: string;
  74604. shader: string;
  74605. };
  74606. }
  74607. declare module BABYLON {
  74608. /** @hidden */
  74609. export var instancesDeclaration: {
  74610. name: string;
  74611. shader: string;
  74612. };
  74613. }
  74614. declare module BABYLON {
  74615. /** @hidden */
  74616. export var helperFunctions: {
  74617. name: string;
  74618. shader: string;
  74619. };
  74620. }
  74621. declare module BABYLON {
  74622. /** @hidden */
  74623. export var morphTargetsVertex: {
  74624. name: string;
  74625. shader: string;
  74626. };
  74627. }
  74628. declare module BABYLON {
  74629. /** @hidden */
  74630. export var instancesVertex: {
  74631. name: string;
  74632. shader: string;
  74633. };
  74634. }
  74635. declare module BABYLON {
  74636. /** @hidden */
  74637. export var bonesVertex: {
  74638. name: string;
  74639. shader: string;
  74640. };
  74641. }
  74642. declare module BABYLON {
  74643. /** @hidden */
  74644. export var shadowMapVertexShader: {
  74645. name: string;
  74646. shader: string;
  74647. };
  74648. }
  74649. declare module BABYLON {
  74650. /** @hidden */
  74651. export var depthBoxBlurPixelShader: {
  74652. name: string;
  74653. shader: string;
  74654. };
  74655. }
  74656. declare module BABYLON {
  74657. /**
  74658. * Defines the options associated with the creation of a custom shader for a shadow generator.
  74659. */
  74660. export interface ICustomShaderOptions {
  74661. /**
  74662. * Gets or sets the custom shader name to use
  74663. */
  74664. shaderName: string;
  74665. /**
  74666. * The list of attribute names used in the shader
  74667. */
  74668. attributes?: string[];
  74669. /**
  74670. * The list of unifrom names used in the shader
  74671. */
  74672. uniforms?: string[];
  74673. /**
  74674. * The list of sampler names used in the shader
  74675. */
  74676. samplers?: string[];
  74677. /**
  74678. * The list of defines used in the shader
  74679. */
  74680. defines?: string[];
  74681. }
  74682. /**
  74683. * Interface to implement to create a shadow generator compatible with BJS.
  74684. */
  74685. export interface IShadowGenerator {
  74686. /**
  74687. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  74688. * @returns The render target texture if present otherwise, null
  74689. */
  74690. getShadowMap(): Nullable<RenderTargetTexture>;
  74691. /**
  74692. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  74693. * @returns The render target texture if the shadow map is present otherwise, null
  74694. */
  74695. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  74696. /**
  74697. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  74698. * @param subMesh The submesh we want to render in the shadow map
  74699. * @param useInstances Defines wether will draw in the map using instances
  74700. * @returns true if ready otherwise, false
  74701. */
  74702. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  74703. /**
  74704. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  74705. * @param defines Defines of the material we want to update
  74706. * @param lightIndex Index of the light in the enabled light list of the material
  74707. */
  74708. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  74709. /**
  74710. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  74711. * defined in the generator but impacting the effect).
  74712. * It implies the unifroms available on the materials are the standard BJS ones.
  74713. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  74714. * @param effect The effect we are binfing the information for
  74715. */
  74716. bindShadowLight(lightIndex: string, effect: Effect): void;
  74717. /**
  74718. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  74719. * (eq to shadow prjection matrix * light transform matrix)
  74720. * @returns The transform matrix used to create the shadow map
  74721. */
  74722. getTransformMatrix(): Matrix;
  74723. /**
  74724. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  74725. * Cube and 2D textures for instance.
  74726. */
  74727. recreateShadowMap(): void;
  74728. /**
  74729. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74730. * @param onCompiled Callback triggered at the and of the effects compilation
  74731. * @param options Sets of optional options forcing the compilation with different modes
  74732. */
  74733. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  74734. useInstances: boolean;
  74735. }>): void;
  74736. /**
  74737. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74738. * @param options Sets of optional options forcing the compilation with different modes
  74739. * @returns A promise that resolves when the compilation completes
  74740. */
  74741. forceCompilationAsync(options?: Partial<{
  74742. useInstances: boolean;
  74743. }>): Promise<void>;
  74744. /**
  74745. * Serializes the shadow generator setup to a json object.
  74746. * @returns The serialized JSON object
  74747. */
  74748. serialize(): any;
  74749. /**
  74750. * Disposes the Shadow map and related Textures and effects.
  74751. */
  74752. dispose(): void;
  74753. }
  74754. /**
  74755. * Default implementation IShadowGenerator.
  74756. * This is the main object responsible of generating shadows in the framework.
  74757. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  74758. */
  74759. export class ShadowGenerator implements IShadowGenerator {
  74760. /**
  74761. * Shadow generator mode None: no filtering applied.
  74762. */
  74763. static readonly FILTER_NONE: number;
  74764. /**
  74765. * Shadow generator mode ESM: Exponential Shadow Mapping.
  74766. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74767. */
  74768. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  74769. /**
  74770. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  74771. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  74772. */
  74773. static readonly FILTER_POISSONSAMPLING: number;
  74774. /**
  74775. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  74776. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74777. */
  74778. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  74779. /**
  74780. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  74781. * edge artifacts on steep falloff.
  74782. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74783. */
  74784. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  74785. /**
  74786. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  74787. * edge artifacts on steep falloff.
  74788. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74789. */
  74790. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  74791. /**
  74792. * Shadow generator mode PCF: Percentage Closer Filtering
  74793. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74794. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  74795. */
  74796. static readonly FILTER_PCF: number;
  74797. /**
  74798. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  74799. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74800. * Contact Hardening
  74801. */
  74802. static readonly FILTER_PCSS: number;
  74803. /**
  74804. * Reserved for PCF and PCSS
  74805. * Highest Quality.
  74806. *
  74807. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  74808. *
  74809. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  74810. */
  74811. static readonly QUALITY_HIGH: number;
  74812. /**
  74813. * Reserved for PCF and PCSS
  74814. * Good tradeoff for quality/perf cross devices
  74815. *
  74816. * Execute PCF on a 3*3 kernel.
  74817. *
  74818. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  74819. */
  74820. static readonly QUALITY_MEDIUM: number;
  74821. /**
  74822. * Reserved for PCF and PCSS
  74823. * The lowest quality but the fastest.
  74824. *
  74825. * Execute PCF on a 1*1 kernel.
  74826. *
  74827. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  74828. */
  74829. static readonly QUALITY_LOW: number;
  74830. /** Gets or sets the custom shader name to use */
  74831. customShaderOptions: ICustomShaderOptions;
  74832. /**
  74833. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  74834. */
  74835. onBeforeShadowMapRenderObservable: Observable<Effect>;
  74836. /**
  74837. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  74838. */
  74839. onAfterShadowMapRenderObservable: Observable<Effect>;
  74840. /**
  74841. * Observable triggered before a mesh is rendered in the shadow map.
  74842. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  74843. */
  74844. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  74845. /**
  74846. * Observable triggered after a mesh is rendered in the shadow map.
  74847. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  74848. */
  74849. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  74850. private _bias;
  74851. /**
  74852. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  74853. */
  74854. /**
  74855. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  74856. */
  74857. bias: number;
  74858. private _normalBias;
  74859. /**
  74860. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  74861. */
  74862. /**
  74863. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  74864. */
  74865. normalBias: number;
  74866. private _blurBoxOffset;
  74867. /**
  74868. * Gets the blur box offset: offset applied during the blur pass.
  74869. * Only useful if useKernelBlur = false
  74870. */
  74871. /**
  74872. * Sets the blur box offset: offset applied during the blur pass.
  74873. * Only useful if useKernelBlur = false
  74874. */
  74875. blurBoxOffset: number;
  74876. private _blurScale;
  74877. /**
  74878. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  74879. * 2 means half of the size.
  74880. */
  74881. /**
  74882. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  74883. * 2 means half of the size.
  74884. */
  74885. blurScale: number;
  74886. private _blurKernel;
  74887. /**
  74888. * Gets the blur kernel: kernel size of the blur pass.
  74889. * Only useful if useKernelBlur = true
  74890. */
  74891. /**
  74892. * Sets the blur kernel: kernel size of the blur pass.
  74893. * Only useful if useKernelBlur = true
  74894. */
  74895. blurKernel: number;
  74896. private _useKernelBlur;
  74897. /**
  74898. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  74899. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  74900. */
  74901. /**
  74902. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  74903. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  74904. */
  74905. useKernelBlur: boolean;
  74906. private _depthScale;
  74907. /**
  74908. * Gets the depth scale used in ESM mode.
  74909. */
  74910. /**
  74911. * Sets the depth scale used in ESM mode.
  74912. * This can override the scale stored on the light.
  74913. */
  74914. depthScale: number;
  74915. private _filter;
  74916. /**
  74917. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  74918. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  74919. */
  74920. /**
  74921. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  74922. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  74923. */
  74924. filter: number;
  74925. /**
  74926. * Gets if the current filter is set to Poisson Sampling.
  74927. */
  74928. /**
  74929. * Sets the current filter to Poisson Sampling.
  74930. */
  74931. usePoissonSampling: boolean;
  74932. /**
  74933. * Gets if the current filter is set to ESM.
  74934. */
  74935. /**
  74936. * Sets the current filter is to ESM.
  74937. */
  74938. useExponentialShadowMap: boolean;
  74939. /**
  74940. * Gets if the current filter is set to filtered ESM.
  74941. */
  74942. /**
  74943. * Gets if the current filter is set to filtered ESM.
  74944. */
  74945. useBlurExponentialShadowMap: boolean;
  74946. /**
  74947. * Gets if the current filter is set to "close ESM" (using the inverse of the
  74948. * exponential to prevent steep falloff artifacts).
  74949. */
  74950. /**
  74951. * Sets the current filter to "close ESM" (using the inverse of the
  74952. * exponential to prevent steep falloff artifacts).
  74953. */
  74954. useCloseExponentialShadowMap: boolean;
  74955. /**
  74956. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  74957. * exponential to prevent steep falloff artifacts).
  74958. */
  74959. /**
  74960. * Sets the current filter to filtered "close ESM" (using the inverse of the
  74961. * exponential to prevent steep falloff artifacts).
  74962. */
  74963. useBlurCloseExponentialShadowMap: boolean;
  74964. /**
  74965. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  74966. */
  74967. /**
  74968. * Sets the current filter to "PCF" (percentage closer filtering).
  74969. */
  74970. usePercentageCloserFiltering: boolean;
  74971. private _filteringQuality;
  74972. /**
  74973. * Gets the PCF or PCSS Quality.
  74974. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  74975. */
  74976. /**
  74977. * Sets the PCF or PCSS Quality.
  74978. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  74979. */
  74980. filteringQuality: number;
  74981. /**
  74982. * Gets if the current filter is set to "PCSS" (contact hardening).
  74983. */
  74984. /**
  74985. * Sets the current filter to "PCSS" (contact hardening).
  74986. */
  74987. useContactHardeningShadow: boolean;
  74988. private _contactHardeningLightSizeUVRatio;
  74989. /**
  74990. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  74991. * Using a ratio helps keeping shape stability independently of the map size.
  74992. *
  74993. * It does not account for the light projection as it was having too much
  74994. * instability during the light setup or during light position changes.
  74995. *
  74996. * Only valid if useContactHardeningShadow is true.
  74997. */
  74998. /**
  74999. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  75000. * Using a ratio helps keeping shape stability independently of the map size.
  75001. *
  75002. * It does not account for the light projection as it was having too much
  75003. * instability during the light setup or during light position changes.
  75004. *
  75005. * Only valid if useContactHardeningShadow is true.
  75006. */
  75007. contactHardeningLightSizeUVRatio: number;
  75008. private _darkness;
  75009. /** Gets or sets the actual darkness of a shadow */
  75010. darkness: number;
  75011. /**
  75012. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  75013. * 0 means strongest and 1 would means no shadow.
  75014. * @returns the darkness.
  75015. */
  75016. getDarkness(): number;
  75017. /**
  75018. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  75019. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  75020. * @returns the shadow generator allowing fluent coding.
  75021. */
  75022. setDarkness(darkness: number): ShadowGenerator;
  75023. private _transparencyShadow;
  75024. /** Gets or sets the ability to have transparent shadow */
  75025. transparencyShadow: boolean;
  75026. /**
  75027. * Sets the ability to have transparent shadow (boolean).
  75028. * @param transparent True if transparent else False
  75029. * @returns the shadow generator allowing fluent coding
  75030. */
  75031. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  75032. private _shadowMap;
  75033. private _shadowMap2;
  75034. /**
  75035. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  75036. * @returns The render target texture if present otherwise, null
  75037. */
  75038. getShadowMap(): Nullable<RenderTargetTexture>;
  75039. /**
  75040. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  75041. * @returns The render target texture if the shadow map is present otherwise, null
  75042. */
  75043. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  75044. /**
  75045. * Gets the class name of that object
  75046. * @returns "ShadowGenerator"
  75047. */
  75048. getClassName(): string;
  75049. /**
  75050. * Helper function to add a mesh and its descendants to the list of shadow casters.
  75051. * @param mesh Mesh to add
  75052. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  75053. * @returns the Shadow Generator itself
  75054. */
  75055. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  75056. /**
  75057. * Helper function to remove a mesh and its descendants from the list of shadow casters
  75058. * @param mesh Mesh to remove
  75059. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  75060. * @returns the Shadow Generator itself
  75061. */
  75062. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  75063. /**
  75064. * Controls the extent to which the shadows fade out at the edge of the frustum
  75065. * Used only by directionals and spots
  75066. */
  75067. frustumEdgeFalloff: number;
  75068. private _light;
  75069. /**
  75070. * Returns the associated light object.
  75071. * @returns the light generating the shadow
  75072. */
  75073. getLight(): IShadowLight;
  75074. /**
  75075. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  75076. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  75077. * It might on the other hand introduce peter panning.
  75078. */
  75079. forceBackFacesOnly: boolean;
  75080. private _scene;
  75081. private _lightDirection;
  75082. private _effect;
  75083. private _viewMatrix;
  75084. private _projectionMatrix;
  75085. private _transformMatrix;
  75086. private _cachedPosition;
  75087. private _cachedDirection;
  75088. private _cachedDefines;
  75089. private _currentRenderID;
  75090. private _boxBlurPostprocess;
  75091. private _kernelBlurXPostprocess;
  75092. private _kernelBlurYPostprocess;
  75093. private _blurPostProcesses;
  75094. private _mapSize;
  75095. private _currentFaceIndex;
  75096. private _currentFaceIndexCache;
  75097. private _textureType;
  75098. private _defaultTextureMatrix;
  75099. /** @hidden */
  75100. static _SceneComponentInitialization: (scene: Scene) => void;
  75101. /**
  75102. * Creates a ShadowGenerator object.
  75103. * A ShadowGenerator is the required tool to use the shadows.
  75104. * Each light casting shadows needs to use its own ShadowGenerator.
  75105. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  75106. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  75107. * @param light The light object generating the shadows.
  75108. * @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.
  75109. */
  75110. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  75111. private _initializeGenerator;
  75112. private _initializeShadowMap;
  75113. private _initializeBlurRTTAndPostProcesses;
  75114. private _renderForShadowMap;
  75115. private _renderSubMeshForShadowMap;
  75116. private _applyFilterValues;
  75117. /**
  75118. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  75119. * @param onCompiled Callback triggered at the and of the effects compilation
  75120. * @param options Sets of optional options forcing the compilation with different modes
  75121. */
  75122. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  75123. useInstances: boolean;
  75124. }>): void;
  75125. /**
  75126. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  75127. * @param options Sets of optional options forcing the compilation with different modes
  75128. * @returns A promise that resolves when the compilation completes
  75129. */
  75130. forceCompilationAsync(options?: Partial<{
  75131. useInstances: boolean;
  75132. }>): Promise<void>;
  75133. /**
  75134. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  75135. * @param subMesh The submesh we want to render in the shadow map
  75136. * @param useInstances Defines wether will draw in the map using instances
  75137. * @returns true if ready otherwise, false
  75138. */
  75139. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  75140. /**
  75141. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  75142. * @param defines Defines of the material we want to update
  75143. * @param lightIndex Index of the light in the enabled light list of the material
  75144. */
  75145. prepareDefines(defines: any, lightIndex: number): void;
  75146. /**
  75147. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  75148. * defined in the generator but impacting the effect).
  75149. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  75150. * @param effect The effect we are binfing the information for
  75151. */
  75152. bindShadowLight(lightIndex: string, effect: Effect): void;
  75153. /**
  75154. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  75155. * (eq to shadow prjection matrix * light transform matrix)
  75156. * @returns The transform matrix used to create the shadow map
  75157. */
  75158. getTransformMatrix(): Matrix;
  75159. /**
  75160. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  75161. * Cube and 2D textures for instance.
  75162. */
  75163. recreateShadowMap(): void;
  75164. private _disposeBlurPostProcesses;
  75165. private _disposeRTTandPostProcesses;
  75166. /**
  75167. * Disposes the ShadowGenerator.
  75168. * Returns nothing.
  75169. */
  75170. dispose(): void;
  75171. /**
  75172. * Serializes the shadow generator setup to a json object.
  75173. * @returns The serialized JSON object
  75174. */
  75175. serialize(): any;
  75176. /**
  75177. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  75178. * @param parsedShadowGenerator The JSON object to parse
  75179. * @param scene The scene to create the shadow map for
  75180. * @returns The parsed shadow generator
  75181. */
  75182. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  75183. }
  75184. }
  75185. declare module BABYLON {
  75186. /**
  75187. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  75188. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  75189. * 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.
  75190. */
  75191. export abstract class Light extends Node {
  75192. /**
  75193. * Falloff Default: light is falling off following the material specification:
  75194. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  75195. */
  75196. static readonly FALLOFF_DEFAULT: number;
  75197. /**
  75198. * Falloff Physical: light is falling off following the inverse squared distance law.
  75199. */
  75200. static readonly FALLOFF_PHYSICAL: number;
  75201. /**
  75202. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  75203. * to enhance interoperability with other engines.
  75204. */
  75205. static readonly FALLOFF_GLTF: number;
  75206. /**
  75207. * Falloff Standard: light is falling off like in the standard material
  75208. * to enhance interoperability with other materials.
  75209. */
  75210. static readonly FALLOFF_STANDARD: number;
  75211. /**
  75212. * If every light affecting the material is in this lightmapMode,
  75213. * material.lightmapTexture adds or multiplies
  75214. * (depends on material.useLightmapAsShadowmap)
  75215. * after every other light calculations.
  75216. */
  75217. static readonly LIGHTMAP_DEFAULT: number;
  75218. /**
  75219. * material.lightmapTexture as only diffuse lighting from this light
  75220. * adds only specular lighting from this light
  75221. * adds dynamic shadows
  75222. */
  75223. static readonly LIGHTMAP_SPECULAR: number;
  75224. /**
  75225. * material.lightmapTexture as only lighting
  75226. * no light calculation from this light
  75227. * only adds dynamic shadows from this light
  75228. */
  75229. static readonly LIGHTMAP_SHADOWSONLY: number;
  75230. /**
  75231. * Each light type uses the default quantity according to its type:
  75232. * point/spot lights use luminous intensity
  75233. * directional lights use illuminance
  75234. */
  75235. static readonly INTENSITYMODE_AUTOMATIC: number;
  75236. /**
  75237. * lumen (lm)
  75238. */
  75239. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  75240. /**
  75241. * candela (lm/sr)
  75242. */
  75243. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  75244. /**
  75245. * lux (lm/m^2)
  75246. */
  75247. static readonly INTENSITYMODE_ILLUMINANCE: number;
  75248. /**
  75249. * nit (cd/m^2)
  75250. */
  75251. static readonly INTENSITYMODE_LUMINANCE: number;
  75252. /**
  75253. * Light type const id of the point light.
  75254. */
  75255. static readonly LIGHTTYPEID_POINTLIGHT: number;
  75256. /**
  75257. * Light type const id of the directional light.
  75258. */
  75259. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  75260. /**
  75261. * Light type const id of the spot light.
  75262. */
  75263. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  75264. /**
  75265. * Light type const id of the hemispheric light.
  75266. */
  75267. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  75268. /**
  75269. * Diffuse gives the basic color to an object.
  75270. */
  75271. diffuse: Color3;
  75272. /**
  75273. * Specular produces a highlight color on an object.
  75274. * Note: This is note affecting PBR materials.
  75275. */
  75276. specular: Color3;
  75277. /**
  75278. * Defines the falloff type for this light. This lets overrriding how punctual light are
  75279. * falling off base on range or angle.
  75280. * This can be set to any values in Light.FALLOFF_x.
  75281. *
  75282. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  75283. * other types of materials.
  75284. */
  75285. falloffType: number;
  75286. /**
  75287. * Strength of the light.
  75288. * Note: By default it is define in the framework own unit.
  75289. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  75290. */
  75291. intensity: number;
  75292. private _range;
  75293. protected _inverseSquaredRange: number;
  75294. /**
  75295. * Defines how far from the source the light is impacting in scene units.
  75296. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  75297. */
  75298. /**
  75299. * Defines how far from the source the light is impacting in scene units.
  75300. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  75301. */
  75302. range: number;
  75303. /**
  75304. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  75305. * of light.
  75306. */
  75307. private _photometricScale;
  75308. private _intensityMode;
  75309. /**
  75310. * Gets the photometric scale used to interpret the intensity.
  75311. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  75312. */
  75313. /**
  75314. * Sets the photometric scale used to interpret the intensity.
  75315. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  75316. */
  75317. intensityMode: number;
  75318. private _radius;
  75319. /**
  75320. * Gets the light radius used by PBR Materials to simulate soft area lights.
  75321. */
  75322. /**
  75323. * sets the light radius used by PBR Materials to simulate soft area lights.
  75324. */
  75325. radius: number;
  75326. private _renderPriority;
  75327. /**
  75328. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  75329. * exceeding the number allowed of the materials.
  75330. */
  75331. renderPriority: number;
  75332. private _shadowEnabled;
  75333. /**
  75334. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  75335. * the current shadow generator.
  75336. */
  75337. /**
  75338. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  75339. * the current shadow generator.
  75340. */
  75341. shadowEnabled: boolean;
  75342. private _includedOnlyMeshes;
  75343. /**
  75344. * Gets the only meshes impacted by this light.
  75345. */
  75346. /**
  75347. * Sets the only meshes impacted by this light.
  75348. */
  75349. includedOnlyMeshes: AbstractMesh[];
  75350. private _excludedMeshes;
  75351. /**
  75352. * Gets the meshes not impacted by this light.
  75353. */
  75354. /**
  75355. * Sets the meshes not impacted by this light.
  75356. */
  75357. excludedMeshes: AbstractMesh[];
  75358. private _excludeWithLayerMask;
  75359. /**
  75360. * Gets the layer id use to find what meshes are not impacted by the light.
  75361. * Inactive if 0
  75362. */
  75363. /**
  75364. * Sets the layer id use to find what meshes are not impacted by the light.
  75365. * Inactive if 0
  75366. */
  75367. excludeWithLayerMask: number;
  75368. private _includeOnlyWithLayerMask;
  75369. /**
  75370. * Gets the layer id use to find what meshes are impacted by the light.
  75371. * Inactive if 0
  75372. */
  75373. /**
  75374. * Sets the layer id use to find what meshes are impacted by the light.
  75375. * Inactive if 0
  75376. */
  75377. includeOnlyWithLayerMask: number;
  75378. private _lightmapMode;
  75379. /**
  75380. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  75381. */
  75382. /**
  75383. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  75384. */
  75385. lightmapMode: number;
  75386. /**
  75387. * Shadow generator associted to the light.
  75388. * @hidden Internal use only.
  75389. */
  75390. _shadowGenerator: Nullable<IShadowGenerator>;
  75391. /**
  75392. * @hidden Internal use only.
  75393. */
  75394. _excludedMeshesIds: string[];
  75395. /**
  75396. * @hidden Internal use only.
  75397. */
  75398. _includedOnlyMeshesIds: string[];
  75399. /**
  75400. * The current light unifom buffer.
  75401. * @hidden Internal use only.
  75402. */
  75403. _uniformBuffer: UniformBuffer;
  75404. /**
  75405. * Creates a Light object in the scene.
  75406. * Documentation : https://doc.babylonjs.com/babylon101/lights
  75407. * @param name The firendly name of the light
  75408. * @param scene The scene the light belongs too
  75409. */
  75410. constructor(name: string, scene: Scene);
  75411. protected abstract _buildUniformLayout(): void;
  75412. /**
  75413. * Sets the passed Effect "effect" with the Light information.
  75414. * @param effect The effect to update
  75415. * @param lightIndex The index of the light in the effect to update
  75416. * @returns The light
  75417. */
  75418. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  75419. /**
  75420. * Sets the passed Effect "effect" with the Light information.
  75421. * @param effect The effect to update
  75422. * @param lightDataUniformName The uniform used to store light data (position or direction)
  75423. * @returns The light
  75424. */
  75425. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  75426. /**
  75427. * Returns the string "Light".
  75428. * @returns the class name
  75429. */
  75430. getClassName(): string;
  75431. /** @hidden */
  75432. readonly _isLight: boolean;
  75433. /**
  75434. * Converts the light information to a readable string for debug purpose.
  75435. * @param fullDetails Supports for multiple levels of logging within scene loading
  75436. * @returns the human readable light info
  75437. */
  75438. toString(fullDetails?: boolean): string;
  75439. /** @hidden */
  75440. protected _syncParentEnabledState(): void;
  75441. /**
  75442. * Set the enabled state of this node.
  75443. * @param value - the new enabled state
  75444. */
  75445. setEnabled(value: boolean): void;
  75446. /**
  75447. * Returns the Light associated shadow generator if any.
  75448. * @return the associated shadow generator.
  75449. */
  75450. getShadowGenerator(): Nullable<IShadowGenerator>;
  75451. /**
  75452. * Returns a Vector3, the absolute light position in the World.
  75453. * @returns the world space position of the light
  75454. */
  75455. getAbsolutePosition(): Vector3;
  75456. /**
  75457. * Specifies if the light will affect the passed mesh.
  75458. * @param mesh The mesh to test against the light
  75459. * @return true the mesh is affected otherwise, false.
  75460. */
  75461. canAffectMesh(mesh: AbstractMesh): boolean;
  75462. /**
  75463. * Sort function to order lights for rendering.
  75464. * @param a First Light object to compare to second.
  75465. * @param b Second Light object to compare first.
  75466. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  75467. */
  75468. static CompareLightsPriority(a: Light, b: Light): number;
  75469. /**
  75470. * Releases resources associated with this node.
  75471. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  75472. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  75473. */
  75474. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  75475. /**
  75476. * Returns the light type ID (integer).
  75477. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  75478. */
  75479. getTypeID(): number;
  75480. /**
  75481. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  75482. * @returns the scaled intensity in intensity mode unit
  75483. */
  75484. getScaledIntensity(): number;
  75485. /**
  75486. * Returns a new Light object, named "name", from the current one.
  75487. * @param name The name of the cloned light
  75488. * @returns the new created light
  75489. */
  75490. clone(name: string): Nullable<Light>;
  75491. /**
  75492. * Serializes the current light into a Serialization object.
  75493. * @returns the serialized object.
  75494. */
  75495. serialize(): any;
  75496. /**
  75497. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  75498. * This new light is named "name" and added to the passed scene.
  75499. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  75500. * @param name The friendly name of the light
  75501. * @param scene The scene the new light will belong to
  75502. * @returns the constructor function
  75503. */
  75504. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  75505. /**
  75506. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  75507. * @param parsedLight The JSON representation of the light
  75508. * @param scene The scene to create the parsed light in
  75509. * @returns the created light after parsing
  75510. */
  75511. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  75512. private _hookArrayForExcluded;
  75513. private _hookArrayForIncludedOnly;
  75514. private _resyncMeshes;
  75515. /**
  75516. * Forces the meshes to update their light related information in their rendering used effects
  75517. * @hidden Internal Use Only
  75518. */
  75519. _markMeshesAsLightDirty(): void;
  75520. /**
  75521. * Recomputes the cached photometric scale if needed.
  75522. */
  75523. private _computePhotometricScale;
  75524. /**
  75525. * Returns the Photometric Scale according to the light type and intensity mode.
  75526. */
  75527. private _getPhotometricScale;
  75528. /**
  75529. * Reorder the light in the scene according to their defined priority.
  75530. * @hidden Internal Use Only
  75531. */
  75532. _reorderLightsInScene(): void;
  75533. /**
  75534. * Prepares the list of defines specific to the light type.
  75535. * @param defines the list of defines
  75536. * @param lightIndex defines the index of the light for the effect
  75537. */
  75538. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  75539. }
  75540. }
  75541. declare module BABYLON {
  75542. /**
  75543. * Interface used to define Action
  75544. */
  75545. export interface IAction {
  75546. /**
  75547. * Trigger for the action
  75548. */
  75549. trigger: number;
  75550. /** Options of the trigger */
  75551. triggerOptions: any;
  75552. /**
  75553. * Gets the trigger parameters
  75554. * @returns the trigger parameters
  75555. */
  75556. getTriggerParameter(): any;
  75557. /**
  75558. * Internal only - executes current action event
  75559. * @hidden
  75560. */
  75561. _executeCurrent(evt?: ActionEvent): void;
  75562. /**
  75563. * Serialize placeholder for child classes
  75564. * @param parent of child
  75565. * @returns the serialized object
  75566. */
  75567. serialize(parent: any): any;
  75568. /**
  75569. * Internal only
  75570. * @hidden
  75571. */
  75572. _prepare(): void;
  75573. /**
  75574. * Internal only - manager for action
  75575. * @hidden
  75576. */
  75577. _actionManager: AbstractActionManager;
  75578. /**
  75579. * Adds action to chain of actions, may be a DoNothingAction
  75580. * @param action defines the next action to execute
  75581. * @returns The action passed in
  75582. * @see https://www.babylonjs-playground.com/#1T30HR#0
  75583. */
  75584. then(action: IAction): IAction;
  75585. }
  75586. /**
  75587. * The action to be carried out following a trigger
  75588. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  75589. */
  75590. export class Action implements IAction {
  75591. /** the trigger, with or without parameters, for the action */
  75592. triggerOptions: any;
  75593. /**
  75594. * Trigger for the action
  75595. */
  75596. trigger: number;
  75597. /**
  75598. * Internal only - manager for action
  75599. * @hidden
  75600. */
  75601. _actionManager: ActionManager;
  75602. private _nextActiveAction;
  75603. private _child;
  75604. private _condition?;
  75605. private _triggerParameter;
  75606. /**
  75607. * An event triggered prior to action being executed.
  75608. */
  75609. onBeforeExecuteObservable: Observable<Action>;
  75610. /**
  75611. * Creates a new Action
  75612. * @param triggerOptions the trigger, with or without parameters, for the action
  75613. * @param condition an optional determinant of action
  75614. */
  75615. constructor(
  75616. /** the trigger, with or without parameters, for the action */
  75617. triggerOptions: any, condition?: Condition);
  75618. /**
  75619. * Internal only
  75620. * @hidden
  75621. */
  75622. _prepare(): void;
  75623. /**
  75624. * Gets the trigger parameters
  75625. * @returns the trigger parameters
  75626. */
  75627. getTriggerParameter(): any;
  75628. /**
  75629. * Internal only - executes current action event
  75630. * @hidden
  75631. */
  75632. _executeCurrent(evt?: ActionEvent): void;
  75633. /**
  75634. * Execute placeholder for child classes
  75635. * @param evt optional action event
  75636. */
  75637. execute(evt?: ActionEvent): void;
  75638. /**
  75639. * Skips to next active action
  75640. */
  75641. skipToNextActiveAction(): void;
  75642. /**
  75643. * Adds action to chain of actions, may be a DoNothingAction
  75644. * @param action defines the next action to execute
  75645. * @returns The action passed in
  75646. * @see https://www.babylonjs-playground.com/#1T30HR#0
  75647. */
  75648. then(action: Action): Action;
  75649. /**
  75650. * Internal only
  75651. * @hidden
  75652. */
  75653. _getProperty(propertyPath: string): string;
  75654. /**
  75655. * Internal only
  75656. * @hidden
  75657. */
  75658. _getEffectiveTarget(target: any, propertyPath: string): any;
  75659. /**
  75660. * Serialize placeholder for child classes
  75661. * @param parent of child
  75662. * @returns the serialized object
  75663. */
  75664. serialize(parent: any): any;
  75665. /**
  75666. * Internal only called by serialize
  75667. * @hidden
  75668. */
  75669. protected _serialize(serializedAction: any, parent?: any): any;
  75670. /**
  75671. * Internal only
  75672. * @hidden
  75673. */
  75674. static _SerializeValueAsString: (value: any) => string;
  75675. /**
  75676. * Internal only
  75677. * @hidden
  75678. */
  75679. static _GetTargetProperty: (target: Node | Scene) => {
  75680. name: string;
  75681. targetType: string;
  75682. value: string;
  75683. };
  75684. }
  75685. }
  75686. declare module BABYLON {
  75687. /**
  75688. * A Condition applied to an Action
  75689. */
  75690. export class Condition {
  75691. /**
  75692. * Internal only - manager for action
  75693. * @hidden
  75694. */
  75695. _actionManager: ActionManager;
  75696. /**
  75697. * Internal only
  75698. * @hidden
  75699. */
  75700. _evaluationId: number;
  75701. /**
  75702. * Internal only
  75703. * @hidden
  75704. */
  75705. _currentResult: boolean;
  75706. /**
  75707. * Creates a new Condition
  75708. * @param actionManager the manager of the action the condition is applied to
  75709. */
  75710. constructor(actionManager: ActionManager);
  75711. /**
  75712. * Check if the current condition is valid
  75713. * @returns a boolean
  75714. */
  75715. isValid(): boolean;
  75716. /**
  75717. * Internal only
  75718. * @hidden
  75719. */
  75720. _getProperty(propertyPath: string): string;
  75721. /**
  75722. * Internal only
  75723. * @hidden
  75724. */
  75725. _getEffectiveTarget(target: any, propertyPath: string): any;
  75726. /**
  75727. * Serialize placeholder for child classes
  75728. * @returns the serialized object
  75729. */
  75730. serialize(): any;
  75731. /**
  75732. * Internal only
  75733. * @hidden
  75734. */
  75735. protected _serialize(serializedCondition: any): any;
  75736. }
  75737. /**
  75738. * Defines specific conditional operators as extensions of Condition
  75739. */
  75740. export class ValueCondition extends Condition {
  75741. /** path to specify the property of the target the conditional operator uses */
  75742. propertyPath: string;
  75743. /** the value compared by the conditional operator against the current value of the property */
  75744. value: any;
  75745. /** the conditional operator, default ValueCondition.IsEqual */
  75746. operator: number;
  75747. /**
  75748. * Internal only
  75749. * @hidden
  75750. */
  75751. private static _IsEqual;
  75752. /**
  75753. * Internal only
  75754. * @hidden
  75755. */
  75756. private static _IsDifferent;
  75757. /**
  75758. * Internal only
  75759. * @hidden
  75760. */
  75761. private static _IsGreater;
  75762. /**
  75763. * Internal only
  75764. * @hidden
  75765. */
  75766. private static _IsLesser;
  75767. /**
  75768. * returns the number for IsEqual
  75769. */
  75770. static readonly IsEqual: number;
  75771. /**
  75772. * Returns the number for IsDifferent
  75773. */
  75774. static readonly IsDifferent: number;
  75775. /**
  75776. * Returns the number for IsGreater
  75777. */
  75778. static readonly IsGreater: number;
  75779. /**
  75780. * Returns the number for IsLesser
  75781. */
  75782. static readonly IsLesser: number;
  75783. /**
  75784. * Internal only The action manager for the condition
  75785. * @hidden
  75786. */
  75787. _actionManager: ActionManager;
  75788. /**
  75789. * Internal only
  75790. * @hidden
  75791. */
  75792. private _target;
  75793. /**
  75794. * Internal only
  75795. * @hidden
  75796. */
  75797. private _effectiveTarget;
  75798. /**
  75799. * Internal only
  75800. * @hidden
  75801. */
  75802. private _property;
  75803. /**
  75804. * Creates a new ValueCondition
  75805. * @param actionManager manager for the action the condition applies to
  75806. * @param target for the action
  75807. * @param propertyPath path to specify the property of the target the conditional operator uses
  75808. * @param value the value compared by the conditional operator against the current value of the property
  75809. * @param operator the conditional operator, default ValueCondition.IsEqual
  75810. */
  75811. constructor(actionManager: ActionManager, target: any,
  75812. /** path to specify the property of the target the conditional operator uses */
  75813. propertyPath: string,
  75814. /** the value compared by the conditional operator against the current value of the property */
  75815. value: any,
  75816. /** the conditional operator, default ValueCondition.IsEqual */
  75817. operator?: number);
  75818. /**
  75819. * Compares the given value with the property value for the specified conditional operator
  75820. * @returns the result of the comparison
  75821. */
  75822. isValid(): boolean;
  75823. /**
  75824. * Serialize the ValueCondition into a JSON compatible object
  75825. * @returns serialization object
  75826. */
  75827. serialize(): any;
  75828. /**
  75829. * Gets the name of the conditional operator for the ValueCondition
  75830. * @param operator the conditional operator
  75831. * @returns the name
  75832. */
  75833. static GetOperatorName(operator: number): string;
  75834. }
  75835. /**
  75836. * Defines a predicate condition as an extension of Condition
  75837. */
  75838. export class PredicateCondition extends Condition {
  75839. /** defines the predicate function used to validate the condition */
  75840. predicate: () => boolean;
  75841. /**
  75842. * Internal only - manager for action
  75843. * @hidden
  75844. */
  75845. _actionManager: ActionManager;
  75846. /**
  75847. * Creates a new PredicateCondition
  75848. * @param actionManager manager for the action the condition applies to
  75849. * @param predicate defines the predicate function used to validate the condition
  75850. */
  75851. constructor(actionManager: ActionManager,
  75852. /** defines the predicate function used to validate the condition */
  75853. predicate: () => boolean);
  75854. /**
  75855. * @returns the validity of the predicate condition
  75856. */
  75857. isValid(): boolean;
  75858. }
  75859. /**
  75860. * Defines a state condition as an extension of Condition
  75861. */
  75862. export class StateCondition extends Condition {
  75863. /** Value to compare with target state */
  75864. value: string;
  75865. /**
  75866. * Internal only - manager for action
  75867. * @hidden
  75868. */
  75869. _actionManager: ActionManager;
  75870. /**
  75871. * Internal only
  75872. * @hidden
  75873. */
  75874. private _target;
  75875. /**
  75876. * Creates a new StateCondition
  75877. * @param actionManager manager for the action the condition applies to
  75878. * @param target of the condition
  75879. * @param value to compare with target state
  75880. */
  75881. constructor(actionManager: ActionManager, target: any,
  75882. /** Value to compare with target state */
  75883. value: string);
  75884. /**
  75885. * Gets a boolean indicating if the current condition is met
  75886. * @returns the validity of the state
  75887. */
  75888. isValid(): boolean;
  75889. /**
  75890. * Serialize the StateCondition into a JSON compatible object
  75891. * @returns serialization object
  75892. */
  75893. serialize(): any;
  75894. }
  75895. }
  75896. declare module BABYLON {
  75897. /**
  75898. * This defines an action responsible to toggle a boolean once triggered.
  75899. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75900. */
  75901. export class SwitchBooleanAction extends Action {
  75902. /**
  75903. * The path to the boolean property in the target object
  75904. */
  75905. propertyPath: string;
  75906. private _target;
  75907. private _effectiveTarget;
  75908. private _property;
  75909. /**
  75910. * Instantiate the action
  75911. * @param triggerOptions defines the trigger options
  75912. * @param target defines the object containing the boolean
  75913. * @param propertyPath defines the path to the boolean property in the target object
  75914. * @param condition defines the trigger related conditions
  75915. */
  75916. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  75917. /** @hidden */
  75918. _prepare(): void;
  75919. /**
  75920. * Execute the action toggle the boolean value.
  75921. */
  75922. execute(): void;
  75923. /**
  75924. * Serializes the actions and its related information.
  75925. * @param parent defines the object to serialize in
  75926. * @returns the serialized object
  75927. */
  75928. serialize(parent: any): any;
  75929. }
  75930. /**
  75931. * This defines an action responsible to set a the state field of the target
  75932. * to a desired value once triggered.
  75933. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75934. */
  75935. export class SetStateAction extends Action {
  75936. /**
  75937. * The value to store in the state field.
  75938. */
  75939. value: string;
  75940. private _target;
  75941. /**
  75942. * Instantiate the action
  75943. * @param triggerOptions defines the trigger options
  75944. * @param target defines the object containing the state property
  75945. * @param value defines the value to store in the state field
  75946. * @param condition defines the trigger related conditions
  75947. */
  75948. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  75949. /**
  75950. * Execute the action and store the value on the target state property.
  75951. */
  75952. execute(): void;
  75953. /**
  75954. * Serializes the actions and its related information.
  75955. * @param parent defines the object to serialize in
  75956. * @returns the serialized object
  75957. */
  75958. serialize(parent: any): any;
  75959. }
  75960. /**
  75961. * This defines an action responsible to set a property of the target
  75962. * to a desired value once triggered.
  75963. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75964. */
  75965. export class SetValueAction extends Action {
  75966. /**
  75967. * The path of the property to set in the target.
  75968. */
  75969. propertyPath: string;
  75970. /**
  75971. * The value to set in the property
  75972. */
  75973. value: any;
  75974. private _target;
  75975. private _effectiveTarget;
  75976. private _property;
  75977. /**
  75978. * Instantiate the action
  75979. * @param triggerOptions defines the trigger options
  75980. * @param target defines the object containing the property
  75981. * @param propertyPath defines the path of the property to set in the target
  75982. * @param value defines the value to set in the property
  75983. * @param condition defines the trigger related conditions
  75984. */
  75985. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  75986. /** @hidden */
  75987. _prepare(): void;
  75988. /**
  75989. * Execute the action and set the targetted property to the desired value.
  75990. */
  75991. execute(): void;
  75992. /**
  75993. * Serializes the actions and its related information.
  75994. * @param parent defines the object to serialize in
  75995. * @returns the serialized object
  75996. */
  75997. serialize(parent: any): any;
  75998. }
  75999. /**
  76000. * This defines an action responsible to increment the target value
  76001. * to a desired value once triggered.
  76002. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76003. */
  76004. export class IncrementValueAction extends Action {
  76005. /**
  76006. * The path of the property to increment in the target.
  76007. */
  76008. propertyPath: string;
  76009. /**
  76010. * The value we should increment the property by.
  76011. */
  76012. value: any;
  76013. private _target;
  76014. private _effectiveTarget;
  76015. private _property;
  76016. /**
  76017. * Instantiate the action
  76018. * @param triggerOptions defines the trigger options
  76019. * @param target defines the object containing the property
  76020. * @param propertyPath defines the path of the property to increment in the target
  76021. * @param value defines the value value we should increment the property by
  76022. * @param condition defines the trigger related conditions
  76023. */
  76024. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  76025. /** @hidden */
  76026. _prepare(): void;
  76027. /**
  76028. * Execute the action and increment the target of the value amount.
  76029. */
  76030. execute(): void;
  76031. /**
  76032. * Serializes the actions and its related information.
  76033. * @param parent defines the object to serialize in
  76034. * @returns the serialized object
  76035. */
  76036. serialize(parent: any): any;
  76037. }
  76038. /**
  76039. * This defines an action responsible to start an animation once triggered.
  76040. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76041. */
  76042. export class PlayAnimationAction extends Action {
  76043. /**
  76044. * Where the animation should start (animation frame)
  76045. */
  76046. from: number;
  76047. /**
  76048. * Where the animation should stop (animation frame)
  76049. */
  76050. to: number;
  76051. /**
  76052. * Define if the animation should loop or stop after the first play.
  76053. */
  76054. loop?: boolean;
  76055. private _target;
  76056. /**
  76057. * Instantiate the action
  76058. * @param triggerOptions defines the trigger options
  76059. * @param target defines the target animation or animation name
  76060. * @param from defines from where the animation should start (animation frame)
  76061. * @param end defines where the animation should stop (animation frame)
  76062. * @param loop defines if the animation should loop or stop after the first play
  76063. * @param condition defines the trigger related conditions
  76064. */
  76065. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  76066. /** @hidden */
  76067. _prepare(): void;
  76068. /**
  76069. * Execute the action and play the animation.
  76070. */
  76071. execute(): void;
  76072. /**
  76073. * Serializes the actions and its related information.
  76074. * @param parent defines the object to serialize in
  76075. * @returns the serialized object
  76076. */
  76077. serialize(parent: any): any;
  76078. }
  76079. /**
  76080. * This defines an action responsible to stop an animation once triggered.
  76081. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76082. */
  76083. export class StopAnimationAction extends Action {
  76084. private _target;
  76085. /**
  76086. * Instantiate the action
  76087. * @param triggerOptions defines the trigger options
  76088. * @param target defines the target animation or animation name
  76089. * @param condition defines the trigger related conditions
  76090. */
  76091. constructor(triggerOptions: any, target: any, condition?: Condition);
  76092. /** @hidden */
  76093. _prepare(): void;
  76094. /**
  76095. * Execute the action and stop the animation.
  76096. */
  76097. execute(): void;
  76098. /**
  76099. * Serializes the actions and its related information.
  76100. * @param parent defines the object to serialize in
  76101. * @returns the serialized object
  76102. */
  76103. serialize(parent: any): any;
  76104. }
  76105. /**
  76106. * This defines an action responsible that does nothing once triggered.
  76107. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76108. */
  76109. export class DoNothingAction extends Action {
  76110. /**
  76111. * Instantiate the action
  76112. * @param triggerOptions defines the trigger options
  76113. * @param condition defines the trigger related conditions
  76114. */
  76115. constructor(triggerOptions?: any, condition?: Condition);
  76116. /**
  76117. * Execute the action and do nothing.
  76118. */
  76119. execute(): void;
  76120. /**
  76121. * Serializes the actions and its related information.
  76122. * @param parent defines the object to serialize in
  76123. * @returns the serialized object
  76124. */
  76125. serialize(parent: any): any;
  76126. }
  76127. /**
  76128. * This defines an action responsible to trigger several actions once triggered.
  76129. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76130. */
  76131. export class CombineAction extends Action {
  76132. /**
  76133. * The list of aggregated animations to run.
  76134. */
  76135. children: Action[];
  76136. /**
  76137. * Instantiate the action
  76138. * @param triggerOptions defines the trigger options
  76139. * @param children defines the list of aggregated animations to run
  76140. * @param condition defines the trigger related conditions
  76141. */
  76142. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  76143. /** @hidden */
  76144. _prepare(): void;
  76145. /**
  76146. * Execute the action and executes all the aggregated actions.
  76147. */
  76148. execute(evt: ActionEvent): void;
  76149. /**
  76150. * Serializes the actions and its related information.
  76151. * @param parent defines the object to serialize in
  76152. * @returns the serialized object
  76153. */
  76154. serialize(parent: any): any;
  76155. }
  76156. /**
  76157. * This defines an action responsible to run code (external event) once triggered.
  76158. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76159. */
  76160. export class ExecuteCodeAction extends Action {
  76161. /**
  76162. * The callback function to run.
  76163. */
  76164. func: (evt: ActionEvent) => void;
  76165. /**
  76166. * Instantiate the action
  76167. * @param triggerOptions defines the trigger options
  76168. * @param func defines the callback function to run
  76169. * @param condition defines the trigger related conditions
  76170. */
  76171. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  76172. /**
  76173. * Execute the action and run the attached code.
  76174. */
  76175. execute(evt: ActionEvent): void;
  76176. }
  76177. /**
  76178. * This defines an action responsible to set the parent property of the target once triggered.
  76179. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76180. */
  76181. export class SetParentAction extends Action {
  76182. private _parent;
  76183. private _target;
  76184. /**
  76185. * Instantiate the action
  76186. * @param triggerOptions defines the trigger options
  76187. * @param target defines the target containing the parent property
  76188. * @param parent defines from where the animation should start (animation frame)
  76189. * @param condition defines the trigger related conditions
  76190. */
  76191. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  76192. /** @hidden */
  76193. _prepare(): void;
  76194. /**
  76195. * Execute the action and set the parent property.
  76196. */
  76197. execute(): void;
  76198. /**
  76199. * Serializes the actions and its related information.
  76200. * @param parent defines the object to serialize in
  76201. * @returns the serialized object
  76202. */
  76203. serialize(parent: any): any;
  76204. }
  76205. }
  76206. declare module BABYLON {
  76207. /**
  76208. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  76209. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  76210. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76211. */
  76212. export class ActionManager extends AbstractActionManager {
  76213. /**
  76214. * Nothing
  76215. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76216. */
  76217. static readonly NothingTrigger: number;
  76218. /**
  76219. * On pick
  76220. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76221. */
  76222. static readonly OnPickTrigger: number;
  76223. /**
  76224. * On left pick
  76225. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76226. */
  76227. static readonly OnLeftPickTrigger: number;
  76228. /**
  76229. * On right pick
  76230. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76231. */
  76232. static readonly OnRightPickTrigger: number;
  76233. /**
  76234. * On center pick
  76235. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76236. */
  76237. static readonly OnCenterPickTrigger: number;
  76238. /**
  76239. * On pick down
  76240. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76241. */
  76242. static readonly OnPickDownTrigger: number;
  76243. /**
  76244. * On double pick
  76245. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76246. */
  76247. static readonly OnDoublePickTrigger: number;
  76248. /**
  76249. * On pick up
  76250. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76251. */
  76252. static readonly OnPickUpTrigger: number;
  76253. /**
  76254. * On pick out.
  76255. * This trigger will only be raised if you also declared a OnPickDown
  76256. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76257. */
  76258. static readonly OnPickOutTrigger: number;
  76259. /**
  76260. * On long press
  76261. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76262. */
  76263. static readonly OnLongPressTrigger: number;
  76264. /**
  76265. * On pointer over
  76266. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76267. */
  76268. static readonly OnPointerOverTrigger: number;
  76269. /**
  76270. * On pointer out
  76271. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76272. */
  76273. static readonly OnPointerOutTrigger: number;
  76274. /**
  76275. * On every frame
  76276. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76277. */
  76278. static readonly OnEveryFrameTrigger: number;
  76279. /**
  76280. * On intersection enter
  76281. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76282. */
  76283. static readonly OnIntersectionEnterTrigger: number;
  76284. /**
  76285. * On intersection exit
  76286. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76287. */
  76288. static readonly OnIntersectionExitTrigger: number;
  76289. /**
  76290. * On key down
  76291. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76292. */
  76293. static readonly OnKeyDownTrigger: number;
  76294. /**
  76295. * On key up
  76296. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76297. */
  76298. static readonly OnKeyUpTrigger: number;
  76299. private _scene;
  76300. /**
  76301. * Creates a new action manager
  76302. * @param scene defines the hosting scene
  76303. */
  76304. constructor(scene: Scene);
  76305. /**
  76306. * Releases all associated resources
  76307. */
  76308. dispose(): void;
  76309. /**
  76310. * Gets hosting scene
  76311. * @returns the hosting scene
  76312. */
  76313. getScene(): Scene;
  76314. /**
  76315. * Does this action manager handles actions of any of the given triggers
  76316. * @param triggers defines the triggers to be tested
  76317. * @return a boolean indicating whether one (or more) of the triggers is handled
  76318. */
  76319. hasSpecificTriggers(triggers: number[]): boolean;
  76320. /**
  76321. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  76322. * speed.
  76323. * @param triggerA defines the trigger to be tested
  76324. * @param triggerB defines the trigger to be tested
  76325. * @return a boolean indicating whether one (or more) of the triggers is handled
  76326. */
  76327. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  76328. /**
  76329. * Does this action manager handles actions of a given trigger
  76330. * @param trigger defines the trigger to be tested
  76331. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  76332. * @return whether the trigger is handled
  76333. */
  76334. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  76335. /**
  76336. * Does this action manager has pointer triggers
  76337. */
  76338. readonly hasPointerTriggers: boolean;
  76339. /**
  76340. * Does this action manager has pick triggers
  76341. */
  76342. readonly hasPickTriggers: boolean;
  76343. /**
  76344. * Registers an action to this action manager
  76345. * @param action defines the action to be registered
  76346. * @return the action amended (prepared) after registration
  76347. */
  76348. registerAction(action: IAction): Nullable<IAction>;
  76349. /**
  76350. * Unregisters an action to this action manager
  76351. * @param action defines the action to be unregistered
  76352. * @return a boolean indicating whether the action has been unregistered
  76353. */
  76354. unregisterAction(action: IAction): Boolean;
  76355. /**
  76356. * Process a specific trigger
  76357. * @param trigger defines the trigger to process
  76358. * @param evt defines the event details to be processed
  76359. */
  76360. processTrigger(trigger: number, evt?: IActionEvent): void;
  76361. /** @hidden */
  76362. _getEffectiveTarget(target: any, propertyPath: string): any;
  76363. /** @hidden */
  76364. _getProperty(propertyPath: string): string;
  76365. /**
  76366. * Serialize this manager to a JSON object
  76367. * @param name defines the property name to store this manager
  76368. * @returns a JSON representation of this manager
  76369. */
  76370. serialize(name: string): any;
  76371. /**
  76372. * Creates a new ActionManager from a JSON data
  76373. * @param parsedActions defines the JSON data to read from
  76374. * @param object defines the hosting mesh
  76375. * @param scene defines the hosting scene
  76376. */
  76377. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  76378. /**
  76379. * Get a trigger name by index
  76380. * @param trigger defines the trigger index
  76381. * @returns a trigger name
  76382. */
  76383. static GetTriggerName(trigger: number): string;
  76384. }
  76385. }
  76386. declare module BABYLON {
  76387. /**
  76388. * Class representing a ray with position and direction
  76389. */
  76390. export class Ray {
  76391. /** origin point */
  76392. origin: Vector3;
  76393. /** direction */
  76394. direction: Vector3;
  76395. /** length of the ray */
  76396. length: number;
  76397. private static readonly TmpVector3;
  76398. private _tmpRay;
  76399. /**
  76400. * Creates a new ray
  76401. * @param origin origin point
  76402. * @param direction direction
  76403. * @param length length of the ray
  76404. */
  76405. constructor(
  76406. /** origin point */
  76407. origin: Vector3,
  76408. /** direction */
  76409. direction: Vector3,
  76410. /** length of the ray */
  76411. length?: number);
  76412. /**
  76413. * Checks if the ray intersects a box
  76414. * @param minimum bound of the box
  76415. * @param maximum bound of the box
  76416. * @param intersectionTreshold extra extend to be added to the box in all direction
  76417. * @returns if the box was hit
  76418. */
  76419. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  76420. /**
  76421. * Checks if the ray intersects a box
  76422. * @param box the bounding box to check
  76423. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  76424. * @returns if the box was hit
  76425. */
  76426. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  76427. /**
  76428. * If the ray hits a sphere
  76429. * @param sphere the bounding sphere to check
  76430. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  76431. * @returns true if it hits the sphere
  76432. */
  76433. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  76434. /**
  76435. * If the ray hits a triange
  76436. * @param vertex0 triangle vertex
  76437. * @param vertex1 triangle vertex
  76438. * @param vertex2 triangle vertex
  76439. * @returns intersection information if hit
  76440. */
  76441. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  76442. /**
  76443. * Checks if ray intersects a plane
  76444. * @param plane the plane to check
  76445. * @returns the distance away it was hit
  76446. */
  76447. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  76448. /**
  76449. * Calculate the intercept of a ray on a given axis
  76450. * @param axis to check 'x' | 'y' | 'z'
  76451. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  76452. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  76453. */
  76454. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  76455. /**
  76456. * Checks if ray intersects a mesh
  76457. * @param mesh the mesh to check
  76458. * @param fastCheck if only the bounding box should checked
  76459. * @returns picking info of the intersecton
  76460. */
  76461. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  76462. /**
  76463. * Checks if ray intersects a mesh
  76464. * @param meshes the meshes to check
  76465. * @param fastCheck if only the bounding box should checked
  76466. * @param results array to store result in
  76467. * @returns Array of picking infos
  76468. */
  76469. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  76470. private _comparePickingInfo;
  76471. private static smallnum;
  76472. private static rayl;
  76473. /**
  76474. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  76475. * @param sega the first point of the segment to test the intersection against
  76476. * @param segb the second point of the segment to test the intersection against
  76477. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  76478. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  76479. */
  76480. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  76481. /**
  76482. * Update the ray from viewport position
  76483. * @param x position
  76484. * @param y y position
  76485. * @param viewportWidth viewport width
  76486. * @param viewportHeight viewport height
  76487. * @param world world matrix
  76488. * @param view view matrix
  76489. * @param projection projection matrix
  76490. * @returns this ray updated
  76491. */
  76492. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  76493. /**
  76494. * Creates a ray with origin and direction of 0,0,0
  76495. * @returns the new ray
  76496. */
  76497. static Zero(): Ray;
  76498. /**
  76499. * Creates a new ray from screen space and viewport
  76500. * @param x position
  76501. * @param y y position
  76502. * @param viewportWidth viewport width
  76503. * @param viewportHeight viewport height
  76504. * @param world world matrix
  76505. * @param view view matrix
  76506. * @param projection projection matrix
  76507. * @returns new ray
  76508. */
  76509. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  76510. /**
  76511. * 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
  76512. * transformed to the given world matrix.
  76513. * @param origin The origin point
  76514. * @param end The end point
  76515. * @param world a matrix to transform the ray to. Default is the identity matrix.
  76516. * @returns the new ray
  76517. */
  76518. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  76519. /**
  76520. * Transforms a ray by a matrix
  76521. * @param ray ray to transform
  76522. * @param matrix matrix to apply
  76523. * @returns the resulting new ray
  76524. */
  76525. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  76526. /**
  76527. * Transforms a ray by a matrix
  76528. * @param ray ray to transform
  76529. * @param matrix matrix to apply
  76530. * @param result ray to store result in
  76531. */
  76532. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  76533. /**
  76534. * Unproject a ray from screen space to object space
  76535. * @param sourceX defines the screen space x coordinate to use
  76536. * @param sourceY defines the screen space y coordinate to use
  76537. * @param viewportWidth defines the current width of the viewport
  76538. * @param viewportHeight defines the current height of the viewport
  76539. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  76540. * @param view defines the view matrix to use
  76541. * @param projection defines the projection matrix to use
  76542. */
  76543. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  76544. }
  76545. /**
  76546. * Type used to define predicate used to select faces when a mesh intersection is detected
  76547. */
  76548. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  76549. interface Scene {
  76550. /** @hidden */
  76551. _tempPickingRay: Nullable<Ray>;
  76552. /** @hidden */
  76553. _cachedRayForTransform: Ray;
  76554. /** @hidden */
  76555. _pickWithRayInverseMatrix: Matrix;
  76556. /** @hidden */
  76557. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  76558. /** @hidden */
  76559. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  76560. }
  76561. }
  76562. declare module BABYLON {
  76563. /**
  76564. * Groups all the scene component constants in one place to ease maintenance.
  76565. * @hidden
  76566. */
  76567. export class SceneComponentConstants {
  76568. static readonly NAME_EFFECTLAYER: string;
  76569. static readonly NAME_LAYER: string;
  76570. static readonly NAME_LENSFLARESYSTEM: string;
  76571. static readonly NAME_BOUNDINGBOXRENDERER: string;
  76572. static readonly NAME_PARTICLESYSTEM: string;
  76573. static readonly NAME_GAMEPAD: string;
  76574. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  76575. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  76576. static readonly NAME_DEPTHRENDERER: string;
  76577. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  76578. static readonly NAME_SPRITE: string;
  76579. static readonly NAME_OUTLINERENDERER: string;
  76580. static readonly NAME_PROCEDURALTEXTURE: string;
  76581. static readonly NAME_SHADOWGENERATOR: string;
  76582. static readonly NAME_OCTREE: string;
  76583. static readonly NAME_PHYSICSENGINE: string;
  76584. static readonly NAME_AUDIO: string;
  76585. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  76586. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  76587. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  76588. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  76589. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  76590. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  76591. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  76592. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  76593. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  76594. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  76595. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  76596. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  76597. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  76598. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  76599. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  76600. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  76601. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  76602. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  76603. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  76604. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  76605. static readonly STEP_AFTERRENDER_AUDIO: number;
  76606. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  76607. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  76608. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  76609. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  76610. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  76611. static readonly STEP_POINTERMOVE_SPRITE: number;
  76612. static readonly STEP_POINTERDOWN_SPRITE: number;
  76613. static readonly STEP_POINTERUP_SPRITE: number;
  76614. }
  76615. /**
  76616. * This represents a scene component.
  76617. *
  76618. * This is used to decouple the dependency the scene is having on the different workloads like
  76619. * layers, post processes...
  76620. */
  76621. export interface ISceneComponent {
  76622. /**
  76623. * The name of the component. Each component must have a unique name.
  76624. */
  76625. name: string;
  76626. /**
  76627. * The scene the component belongs to.
  76628. */
  76629. scene: Scene;
  76630. /**
  76631. * Register the component to one instance of a scene.
  76632. */
  76633. register(): void;
  76634. /**
  76635. * Rebuilds the elements related to this component in case of
  76636. * context lost for instance.
  76637. */
  76638. rebuild(): void;
  76639. /**
  76640. * Disposes the component and the associated ressources.
  76641. */
  76642. dispose(): void;
  76643. }
  76644. /**
  76645. * This represents a SERIALIZABLE scene component.
  76646. *
  76647. * This extends Scene Component to add Serialization methods on top.
  76648. */
  76649. export interface ISceneSerializableComponent extends ISceneComponent {
  76650. /**
  76651. * Adds all the elements from the container to the scene
  76652. * @param container the container holding the elements
  76653. */
  76654. addFromContainer(container: AbstractScene): void;
  76655. /**
  76656. * Removes all the elements in the container from the scene
  76657. * @param container contains the elements to remove
  76658. * @param dispose if the removed element should be disposed (default: false)
  76659. */
  76660. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  76661. /**
  76662. * Serializes the component data to the specified json object
  76663. * @param serializationObject The object to serialize to
  76664. */
  76665. serialize(serializationObject: any): void;
  76666. }
  76667. /**
  76668. * Strong typing of a Mesh related stage step action
  76669. */
  76670. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  76671. /**
  76672. * Strong typing of a Evaluate Sub Mesh related stage step action
  76673. */
  76674. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  76675. /**
  76676. * Strong typing of a Active Mesh related stage step action
  76677. */
  76678. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  76679. /**
  76680. * Strong typing of a Camera related stage step action
  76681. */
  76682. export type CameraStageAction = (camera: Camera) => void;
  76683. /**
  76684. * Strong typing of a Camera Frame buffer related stage step action
  76685. */
  76686. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  76687. /**
  76688. * Strong typing of a Render Target related stage step action
  76689. */
  76690. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  76691. /**
  76692. * Strong typing of a RenderingGroup related stage step action
  76693. */
  76694. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  76695. /**
  76696. * Strong typing of a Mesh Render related stage step action
  76697. */
  76698. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  76699. /**
  76700. * Strong typing of a simple stage step action
  76701. */
  76702. export type SimpleStageAction = () => void;
  76703. /**
  76704. * Strong typing of a render target action.
  76705. */
  76706. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  76707. /**
  76708. * Strong typing of a pointer move action.
  76709. */
  76710. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  76711. /**
  76712. * Strong typing of a pointer up/down action.
  76713. */
  76714. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  76715. /**
  76716. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  76717. * @hidden
  76718. */
  76719. export class Stage<T extends Function> extends Array<{
  76720. index: number;
  76721. component: ISceneComponent;
  76722. action: T;
  76723. }> {
  76724. /**
  76725. * Hide ctor from the rest of the world.
  76726. * @param items The items to add.
  76727. */
  76728. private constructor();
  76729. /**
  76730. * Creates a new Stage.
  76731. * @returns A new instance of a Stage
  76732. */
  76733. static Create<T extends Function>(): Stage<T>;
  76734. /**
  76735. * Registers a step in an ordered way in the targeted stage.
  76736. * @param index Defines the position to register the step in
  76737. * @param component Defines the component attached to the step
  76738. * @param action Defines the action to launch during the step
  76739. */
  76740. registerStep(index: number, component: ISceneComponent, action: T): void;
  76741. /**
  76742. * Clears all the steps from the stage.
  76743. */
  76744. clear(): void;
  76745. }
  76746. }
  76747. declare module BABYLON {
  76748. interface Scene {
  76749. /** @hidden */
  76750. _pointerOverSprite: Nullable<Sprite>;
  76751. /** @hidden */
  76752. _pickedDownSprite: Nullable<Sprite>;
  76753. /** @hidden */
  76754. _tempSpritePickingRay: Nullable<Ray>;
  76755. /**
  76756. * All of the sprite managers added to this scene
  76757. * @see http://doc.babylonjs.com/babylon101/sprites
  76758. */
  76759. spriteManagers: Array<ISpriteManager>;
  76760. /**
  76761. * An event triggered when sprites rendering is about to start
  76762. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76763. */
  76764. onBeforeSpritesRenderingObservable: Observable<Scene>;
  76765. /**
  76766. * An event triggered when sprites rendering is done
  76767. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76768. */
  76769. onAfterSpritesRenderingObservable: Observable<Scene>;
  76770. /** @hidden */
  76771. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76772. /** Launch a ray to try to pick a sprite in the scene
  76773. * @param x position on screen
  76774. * @param y position on screen
  76775. * @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
  76776. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76777. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76778. * @returns a PickingInfo
  76779. */
  76780. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76781. /** Use the given ray to pick a sprite in the scene
  76782. * @param ray The ray (in world space) to use to pick meshes
  76783. * @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
  76784. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76785. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76786. * @returns a PickingInfo
  76787. */
  76788. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76789. /** @hidden */
  76790. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76791. /** Launch a ray to try to pick sprites in the scene
  76792. * @param x position on screen
  76793. * @param y position on screen
  76794. * @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
  76795. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76796. * @returns a PickingInfo array
  76797. */
  76798. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76799. /** Use the given ray to pick sprites in the scene
  76800. * @param ray The ray (in world space) to use to pick meshes
  76801. * @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
  76802. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76803. * @returns a PickingInfo array
  76804. */
  76805. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76806. /**
  76807. * Force the sprite under the pointer
  76808. * @param sprite defines the sprite to use
  76809. */
  76810. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  76811. /**
  76812. * Gets the sprite under the pointer
  76813. * @returns a Sprite or null if no sprite is under the pointer
  76814. */
  76815. getPointerOverSprite(): Nullable<Sprite>;
  76816. }
  76817. /**
  76818. * Defines the sprite scene component responsible to manage sprites
  76819. * in a given scene.
  76820. */
  76821. export class SpriteSceneComponent implements ISceneComponent {
  76822. /**
  76823. * The component name helpfull to identify the component in the list of scene components.
  76824. */
  76825. readonly name: string;
  76826. /**
  76827. * The scene the component belongs to.
  76828. */
  76829. scene: Scene;
  76830. /** @hidden */
  76831. private _spritePredicate;
  76832. /**
  76833. * Creates a new instance of the component for the given scene
  76834. * @param scene Defines the scene to register the component in
  76835. */
  76836. constructor(scene: Scene);
  76837. /**
  76838. * Registers the component in a given scene
  76839. */
  76840. register(): void;
  76841. /**
  76842. * Rebuilds the elements related to this component in case of
  76843. * context lost for instance.
  76844. */
  76845. rebuild(): void;
  76846. /**
  76847. * Disposes the component and the associated ressources.
  76848. */
  76849. dispose(): void;
  76850. private _pickSpriteButKeepRay;
  76851. private _pointerMove;
  76852. private _pointerDown;
  76853. private _pointerUp;
  76854. }
  76855. }
  76856. declare module BABYLON {
  76857. /** @hidden */
  76858. export var fogFragmentDeclaration: {
  76859. name: string;
  76860. shader: string;
  76861. };
  76862. }
  76863. declare module BABYLON {
  76864. /** @hidden */
  76865. export var fogFragment: {
  76866. name: string;
  76867. shader: string;
  76868. };
  76869. }
  76870. declare module BABYLON {
  76871. /** @hidden */
  76872. export var spritesPixelShader: {
  76873. name: string;
  76874. shader: string;
  76875. };
  76876. }
  76877. declare module BABYLON {
  76878. /** @hidden */
  76879. export var fogVertexDeclaration: {
  76880. name: string;
  76881. shader: string;
  76882. };
  76883. }
  76884. declare module BABYLON {
  76885. /** @hidden */
  76886. export var spritesVertexShader: {
  76887. name: string;
  76888. shader: string;
  76889. };
  76890. }
  76891. declare module BABYLON {
  76892. /**
  76893. * Defines the minimum interface to fullfil in order to be a sprite manager.
  76894. */
  76895. export interface ISpriteManager extends IDisposable {
  76896. /**
  76897. * Restricts the camera to viewing objects with the same layerMask.
  76898. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  76899. */
  76900. layerMask: number;
  76901. /**
  76902. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  76903. */
  76904. isPickable: boolean;
  76905. /**
  76906. * Specifies the rendering group id for this mesh (0 by default)
  76907. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  76908. */
  76909. renderingGroupId: number;
  76910. /**
  76911. * Defines the list of sprites managed by the manager.
  76912. */
  76913. sprites: Array<Sprite>;
  76914. /**
  76915. * Tests the intersection of a sprite with a specific ray.
  76916. * @param ray The ray we are sending to test the collision
  76917. * @param camera The camera space we are sending rays in
  76918. * @param predicate A predicate allowing excluding sprites from the list of object to test
  76919. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  76920. * @returns picking info or null.
  76921. */
  76922. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  76923. /**
  76924. * Intersects the sprites with a ray
  76925. * @param ray defines the ray to intersect with
  76926. * @param camera defines the current active camera
  76927. * @param predicate defines a predicate used to select candidate sprites
  76928. * @returns null if no hit or a PickingInfo array
  76929. */
  76930. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  76931. /**
  76932. * Renders the list of sprites on screen.
  76933. */
  76934. render(): void;
  76935. }
  76936. /**
  76937. * Class used to manage multiple sprites on the same spritesheet
  76938. * @see http://doc.babylonjs.com/babylon101/sprites
  76939. */
  76940. export class SpriteManager implements ISpriteManager {
  76941. /** defines the manager's name */
  76942. name: string;
  76943. /** Gets the list of sprites */
  76944. sprites: Sprite[];
  76945. /** Gets or sets the rendering group id (0 by default) */
  76946. renderingGroupId: number;
  76947. /** Gets or sets camera layer mask */
  76948. layerMask: number;
  76949. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  76950. fogEnabled: boolean;
  76951. /** Gets or sets a boolean indicating if the sprites are pickable */
  76952. isPickable: boolean;
  76953. /** Defines the default width of a cell in the spritesheet */
  76954. cellWidth: number;
  76955. /** Defines the default height of a cell in the spritesheet */
  76956. cellHeight: number;
  76957. /** Associative array from JSON sprite data file */
  76958. private _cellData;
  76959. /** Array of sprite names from JSON sprite data file */
  76960. private _spriteMap;
  76961. /** True when packed cell data from JSON file is ready*/
  76962. private _packedAndReady;
  76963. /**
  76964. * An event triggered when the manager is disposed.
  76965. */
  76966. onDisposeObservable: Observable<SpriteManager>;
  76967. private _onDisposeObserver;
  76968. /**
  76969. * Callback called when the manager is disposed
  76970. */
  76971. onDispose: () => void;
  76972. private _capacity;
  76973. private _fromPacked;
  76974. private _spriteTexture;
  76975. private _epsilon;
  76976. private _scene;
  76977. private _vertexData;
  76978. private _buffer;
  76979. private _vertexBuffers;
  76980. private _indexBuffer;
  76981. private _effectBase;
  76982. private _effectFog;
  76983. /**
  76984. * Gets or sets the spritesheet texture
  76985. */
  76986. texture: Texture;
  76987. /**
  76988. * Creates a new sprite manager
  76989. * @param name defines the manager's name
  76990. * @param imgUrl defines the sprite sheet url
  76991. * @param capacity defines the maximum allowed number of sprites
  76992. * @param cellSize defines the size of a sprite cell
  76993. * @param scene defines the hosting scene
  76994. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  76995. * @param samplingMode defines the smapling mode to use with spritesheet
  76996. * @param fromPacked set to false; do not alter
  76997. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  76998. */
  76999. constructor(
  77000. /** defines the manager's name */
  77001. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  77002. private _makePacked;
  77003. private _appendSpriteVertex;
  77004. /**
  77005. * Intersects the sprites with a ray
  77006. * @param ray defines the ray to intersect with
  77007. * @param camera defines the current active camera
  77008. * @param predicate defines a predicate used to select candidate sprites
  77009. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  77010. * @returns null if no hit or a PickingInfo
  77011. */
  77012. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  77013. /**
  77014. * Intersects the sprites with a ray
  77015. * @param ray defines the ray to intersect with
  77016. * @param camera defines the current active camera
  77017. * @param predicate defines a predicate used to select candidate sprites
  77018. * @returns null if no hit or a PickingInfo array
  77019. */
  77020. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  77021. /**
  77022. * Render all child sprites
  77023. */
  77024. render(): void;
  77025. /**
  77026. * Release associated resources
  77027. */
  77028. dispose(): void;
  77029. }
  77030. }
  77031. declare module BABYLON {
  77032. /**
  77033. * Class used to represent a sprite
  77034. * @see http://doc.babylonjs.com/babylon101/sprites
  77035. */
  77036. export class Sprite {
  77037. /** defines the name */
  77038. name: string;
  77039. /** Gets or sets the current world position */
  77040. position: Vector3;
  77041. /** Gets or sets the main color */
  77042. color: Color4;
  77043. /** Gets or sets the width */
  77044. width: number;
  77045. /** Gets or sets the height */
  77046. height: number;
  77047. /** Gets or sets rotation angle */
  77048. angle: number;
  77049. /** Gets or sets the cell index in the sprite sheet */
  77050. cellIndex: number;
  77051. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  77052. cellRef: string;
  77053. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  77054. invertU: number;
  77055. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  77056. invertV: number;
  77057. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  77058. disposeWhenFinishedAnimating: boolean;
  77059. /** Gets the list of attached animations */
  77060. animations: Animation[];
  77061. /** Gets or sets a boolean indicating if the sprite can be picked */
  77062. isPickable: boolean;
  77063. /**
  77064. * Gets or sets the associated action manager
  77065. */
  77066. actionManager: Nullable<ActionManager>;
  77067. private _animationStarted;
  77068. private _loopAnimation;
  77069. private _fromIndex;
  77070. private _toIndex;
  77071. private _delay;
  77072. private _direction;
  77073. private _manager;
  77074. private _time;
  77075. private _onAnimationEnd;
  77076. /**
  77077. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  77078. */
  77079. isVisible: boolean;
  77080. /**
  77081. * Gets or sets the sprite size
  77082. */
  77083. size: number;
  77084. /**
  77085. * Creates a new Sprite
  77086. * @param name defines the name
  77087. * @param manager defines the manager
  77088. */
  77089. constructor(
  77090. /** defines the name */
  77091. name: string, manager: ISpriteManager);
  77092. /**
  77093. * Starts an animation
  77094. * @param from defines the initial key
  77095. * @param to defines the end key
  77096. * @param loop defines if the animation must loop
  77097. * @param delay defines the start delay (in ms)
  77098. * @param onAnimationEnd defines a callback to call when animation ends
  77099. */
  77100. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  77101. /** Stops current animation (if any) */
  77102. stopAnimation(): void;
  77103. /** @hidden */
  77104. _animate(deltaTime: number): void;
  77105. /** Release associated resources */
  77106. dispose(): void;
  77107. }
  77108. }
  77109. declare module BABYLON {
  77110. /**
  77111. * Information about the result of picking within a scene
  77112. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  77113. */
  77114. export class PickingInfo {
  77115. /** @hidden */
  77116. _pickingUnavailable: boolean;
  77117. /**
  77118. * If the pick collided with an object
  77119. */
  77120. hit: boolean;
  77121. /**
  77122. * Distance away where the pick collided
  77123. */
  77124. distance: number;
  77125. /**
  77126. * The location of pick collision
  77127. */
  77128. pickedPoint: Nullable<Vector3>;
  77129. /**
  77130. * The mesh corresponding the the pick collision
  77131. */
  77132. pickedMesh: Nullable<AbstractMesh>;
  77133. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  77134. bu: number;
  77135. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  77136. bv: number;
  77137. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  77138. faceId: number;
  77139. /** Id of the the submesh that was picked */
  77140. subMeshId: number;
  77141. /** If a sprite was picked, this will be the sprite the pick collided with */
  77142. pickedSprite: Nullable<Sprite>;
  77143. /**
  77144. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  77145. */
  77146. originMesh: Nullable<AbstractMesh>;
  77147. /**
  77148. * The ray that was used to perform the picking.
  77149. */
  77150. ray: Nullable<Ray>;
  77151. /**
  77152. * Gets the normal correspodning to the face the pick collided with
  77153. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  77154. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  77155. * @returns The normal correspodning to the face the pick collided with
  77156. */
  77157. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  77158. /**
  77159. * Gets the texture coordinates of where the pick occured
  77160. * @returns the vector containing the coordnates of the texture
  77161. */
  77162. getTextureCoordinates(): Nullable<Vector2>;
  77163. }
  77164. }
  77165. declare module BABYLON {
  77166. /**
  77167. * Gather the list of pointer event types as constants.
  77168. */
  77169. export class PointerEventTypes {
  77170. /**
  77171. * 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.
  77172. */
  77173. static readonly POINTERDOWN: number;
  77174. /**
  77175. * The pointerup event is fired when a pointer is no longer active.
  77176. */
  77177. static readonly POINTERUP: number;
  77178. /**
  77179. * The pointermove event is fired when a pointer changes coordinates.
  77180. */
  77181. static readonly POINTERMOVE: number;
  77182. /**
  77183. * The pointerwheel event is fired when a mouse wheel has been rotated.
  77184. */
  77185. static readonly POINTERWHEEL: number;
  77186. /**
  77187. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  77188. */
  77189. static readonly POINTERPICK: number;
  77190. /**
  77191. * The pointertap event is fired when a the object has been touched and released without drag.
  77192. */
  77193. static readonly POINTERTAP: number;
  77194. /**
  77195. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  77196. */
  77197. static readonly POINTERDOUBLETAP: number;
  77198. }
  77199. /**
  77200. * Base class of pointer info types.
  77201. */
  77202. export class PointerInfoBase {
  77203. /**
  77204. * Defines the type of event (PointerEventTypes)
  77205. */
  77206. type: number;
  77207. /**
  77208. * Defines the related dom event
  77209. */
  77210. event: PointerEvent | MouseWheelEvent;
  77211. /**
  77212. * Instantiates the base class of pointers info.
  77213. * @param type Defines the type of event (PointerEventTypes)
  77214. * @param event Defines the related dom event
  77215. */
  77216. constructor(
  77217. /**
  77218. * Defines the type of event (PointerEventTypes)
  77219. */
  77220. type: number,
  77221. /**
  77222. * Defines the related dom event
  77223. */
  77224. event: PointerEvent | MouseWheelEvent);
  77225. }
  77226. /**
  77227. * This class is used to store pointer related info for the onPrePointerObservable event.
  77228. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  77229. */
  77230. export class PointerInfoPre extends PointerInfoBase {
  77231. /**
  77232. * Ray from a pointer if availible (eg. 6dof controller)
  77233. */
  77234. ray: Nullable<Ray>;
  77235. /**
  77236. * Defines the local position of the pointer on the canvas.
  77237. */
  77238. localPosition: Vector2;
  77239. /**
  77240. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  77241. */
  77242. skipOnPointerObservable: boolean;
  77243. /**
  77244. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  77245. * @param type Defines the type of event (PointerEventTypes)
  77246. * @param event Defines the related dom event
  77247. * @param localX Defines the local x coordinates of the pointer when the event occured
  77248. * @param localY Defines the local y coordinates of the pointer when the event occured
  77249. */
  77250. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  77251. }
  77252. /**
  77253. * This type contains all the data related to a pointer event in Babylon.js.
  77254. * 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.
  77255. */
  77256. export class PointerInfo extends PointerInfoBase {
  77257. /**
  77258. * Defines the picking info associated to the info (if any)\
  77259. */
  77260. pickInfo: Nullable<PickingInfo>;
  77261. /**
  77262. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  77263. * @param type Defines the type of event (PointerEventTypes)
  77264. * @param event Defines the related dom event
  77265. * @param pickInfo Defines the picking info associated to the info (if any)\
  77266. */
  77267. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  77268. /**
  77269. * Defines the picking info associated to the info (if any)\
  77270. */
  77271. pickInfo: Nullable<PickingInfo>);
  77272. }
  77273. /**
  77274. * Data relating to a touch event on the screen.
  77275. */
  77276. export interface PointerTouch {
  77277. /**
  77278. * X coordinate of touch.
  77279. */
  77280. x: number;
  77281. /**
  77282. * Y coordinate of touch.
  77283. */
  77284. y: number;
  77285. /**
  77286. * Id of touch. Unique for each finger.
  77287. */
  77288. pointerId: number;
  77289. /**
  77290. * Event type passed from DOM.
  77291. */
  77292. type: any;
  77293. }
  77294. }
  77295. declare module BABYLON {
  77296. /**
  77297. * Manage the mouse inputs to control the movement of a free camera.
  77298. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77299. */
  77300. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  77301. /**
  77302. * Define if touch is enabled in the mouse input
  77303. */
  77304. touchEnabled: boolean;
  77305. /**
  77306. * Defines the camera the input is attached to.
  77307. */
  77308. camera: FreeCamera;
  77309. /**
  77310. * Defines the buttons associated with the input to handle camera move.
  77311. */
  77312. buttons: number[];
  77313. /**
  77314. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  77315. */
  77316. angularSensibility: number;
  77317. private _pointerInput;
  77318. private _onMouseMove;
  77319. private _observer;
  77320. private previousPosition;
  77321. /**
  77322. * Observable for when a pointer move event occurs containing the move offset
  77323. */
  77324. onPointerMovedObservable: Observable<{
  77325. offsetX: number;
  77326. offsetY: number;
  77327. }>;
  77328. /**
  77329. * @hidden
  77330. * If the camera should be rotated automatically based on pointer movement
  77331. */
  77332. _allowCameraRotation: boolean;
  77333. /**
  77334. * Manage the mouse inputs to control the movement of a free camera.
  77335. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77336. * @param touchEnabled Defines if touch is enabled or not
  77337. */
  77338. constructor(
  77339. /**
  77340. * Define if touch is enabled in the mouse input
  77341. */
  77342. touchEnabled?: boolean);
  77343. /**
  77344. * Attach the input controls to a specific dom element to get the input from.
  77345. * @param element Defines the element the controls should be listened from
  77346. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77347. */
  77348. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77349. /**
  77350. * Called on JS contextmenu event.
  77351. * Override this method to provide functionality.
  77352. */
  77353. protected onContextMenu(evt: PointerEvent): void;
  77354. /**
  77355. * Detach the current controls from the specified dom element.
  77356. * @param element Defines the element to stop listening the inputs from
  77357. */
  77358. detachControl(element: Nullable<HTMLElement>): void;
  77359. /**
  77360. * Gets the class name of the current intput.
  77361. * @returns the class name
  77362. */
  77363. getClassName(): string;
  77364. /**
  77365. * Get the friendly name associated with the input class.
  77366. * @returns the input friendly name
  77367. */
  77368. getSimpleName(): string;
  77369. }
  77370. }
  77371. declare module BABYLON {
  77372. /**
  77373. * Manage the touch inputs to control the movement of a free camera.
  77374. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77375. */
  77376. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  77377. /**
  77378. * Defines the camera the input is attached to.
  77379. */
  77380. camera: FreeCamera;
  77381. /**
  77382. * Defines the touch sensibility for rotation.
  77383. * The higher the faster.
  77384. */
  77385. touchAngularSensibility: number;
  77386. /**
  77387. * Defines the touch sensibility for move.
  77388. * The higher the faster.
  77389. */
  77390. touchMoveSensibility: number;
  77391. private _offsetX;
  77392. private _offsetY;
  77393. private _pointerPressed;
  77394. private _pointerInput;
  77395. private _observer;
  77396. private _onLostFocus;
  77397. /**
  77398. * Attach the input controls to a specific dom element to get the input from.
  77399. * @param element Defines the element the controls should be listened from
  77400. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77401. */
  77402. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77403. /**
  77404. * Detach the current controls from the specified dom element.
  77405. * @param element Defines the element to stop listening the inputs from
  77406. */
  77407. detachControl(element: Nullable<HTMLElement>): void;
  77408. /**
  77409. * Update the current camera state depending on the inputs that have been used this frame.
  77410. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  77411. */
  77412. checkInputs(): void;
  77413. /**
  77414. * Gets the class name of the current intput.
  77415. * @returns the class name
  77416. */
  77417. getClassName(): string;
  77418. /**
  77419. * Get the friendly name associated with the input class.
  77420. * @returns the input friendly name
  77421. */
  77422. getSimpleName(): string;
  77423. }
  77424. }
  77425. declare module BABYLON {
  77426. /**
  77427. * Default Inputs manager for the FreeCamera.
  77428. * It groups all the default supported inputs for ease of use.
  77429. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77430. */
  77431. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  77432. /**
  77433. * @hidden
  77434. */
  77435. _mouseInput: Nullable<FreeCameraMouseInput>;
  77436. /**
  77437. * Instantiates a new FreeCameraInputsManager.
  77438. * @param camera Defines the camera the inputs belong to
  77439. */
  77440. constructor(camera: FreeCamera);
  77441. /**
  77442. * Add keyboard input support to the input manager.
  77443. * @returns the current input manager
  77444. */
  77445. addKeyboard(): FreeCameraInputsManager;
  77446. /**
  77447. * Add mouse input support to the input manager.
  77448. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  77449. * @returns the current input manager
  77450. */
  77451. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  77452. /**
  77453. * Removes the mouse input support from the manager
  77454. * @returns the current input manager
  77455. */
  77456. removeMouse(): FreeCameraInputsManager;
  77457. /**
  77458. * Add touch input support to the input manager.
  77459. * @returns the current input manager
  77460. */
  77461. addTouch(): FreeCameraInputsManager;
  77462. /**
  77463. * Remove all attached input methods from a camera
  77464. */
  77465. clear(): void;
  77466. }
  77467. }
  77468. declare module BABYLON {
  77469. /**
  77470. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  77471. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  77472. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  77473. */
  77474. export class FreeCamera extends TargetCamera {
  77475. /**
  77476. * Define the collision ellipsoid of the camera.
  77477. * This is helpful to simulate a camera body like the player body around the camera
  77478. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  77479. */
  77480. ellipsoid: Vector3;
  77481. /**
  77482. * Define an offset for the position of the ellipsoid around the camera.
  77483. * This can be helpful to determine the center of the body near the gravity center of the body
  77484. * instead of its head.
  77485. */
  77486. ellipsoidOffset: Vector3;
  77487. /**
  77488. * Enable or disable collisions of the camera with the rest of the scene objects.
  77489. */
  77490. checkCollisions: boolean;
  77491. /**
  77492. * Enable or disable gravity on the camera.
  77493. */
  77494. applyGravity: boolean;
  77495. /**
  77496. * Define the input manager associated to the camera.
  77497. */
  77498. inputs: FreeCameraInputsManager;
  77499. /**
  77500. * Gets the input sensibility for a mouse input. (default is 2000.0)
  77501. * Higher values reduce sensitivity.
  77502. */
  77503. /**
  77504. * Sets the input sensibility for a mouse input. (default is 2000.0)
  77505. * Higher values reduce sensitivity.
  77506. */
  77507. angularSensibility: number;
  77508. /**
  77509. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  77510. */
  77511. keysUp: number[];
  77512. /**
  77513. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  77514. */
  77515. keysDown: number[];
  77516. /**
  77517. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  77518. */
  77519. keysLeft: number[];
  77520. /**
  77521. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  77522. */
  77523. keysRight: number[];
  77524. /**
  77525. * Event raised when the camera collide with a mesh in the scene.
  77526. */
  77527. onCollide: (collidedMesh: AbstractMesh) => void;
  77528. private _collider;
  77529. private _needMoveForGravity;
  77530. private _oldPosition;
  77531. private _diffPosition;
  77532. private _newPosition;
  77533. /** @hidden */
  77534. _localDirection: Vector3;
  77535. /** @hidden */
  77536. _transformedDirection: Vector3;
  77537. /**
  77538. * Instantiates a Free Camera.
  77539. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  77540. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  77541. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  77542. * @param name Define the name of the camera in the scene
  77543. * @param position Define the start position of the camera in the scene
  77544. * @param scene Define the scene the camera belongs to
  77545. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  77546. */
  77547. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  77548. /**
  77549. * Attached controls to the current camera.
  77550. * @param element Defines the element the controls should be listened from
  77551. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77552. */
  77553. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77554. /**
  77555. * Detach the current controls from the camera.
  77556. * The camera will stop reacting to inputs.
  77557. * @param element Defines the element to stop listening the inputs from
  77558. */
  77559. detachControl(element: HTMLElement): void;
  77560. private _collisionMask;
  77561. /**
  77562. * Define a collision mask to limit the list of object the camera can collide with
  77563. */
  77564. collisionMask: number;
  77565. /** @hidden */
  77566. _collideWithWorld(displacement: Vector3): void;
  77567. private _onCollisionPositionChange;
  77568. /** @hidden */
  77569. _checkInputs(): void;
  77570. /** @hidden */
  77571. _decideIfNeedsToMove(): boolean;
  77572. /** @hidden */
  77573. _updatePosition(): void;
  77574. /**
  77575. * Destroy the camera and release the current resources hold by it.
  77576. */
  77577. dispose(): void;
  77578. /**
  77579. * Gets the current object class name.
  77580. * @return the class name
  77581. */
  77582. getClassName(): string;
  77583. }
  77584. }
  77585. declare module BABYLON {
  77586. /**
  77587. * Represents a gamepad control stick position
  77588. */
  77589. export class StickValues {
  77590. /**
  77591. * The x component of the control stick
  77592. */
  77593. x: number;
  77594. /**
  77595. * The y component of the control stick
  77596. */
  77597. y: number;
  77598. /**
  77599. * Initializes the gamepad x and y control stick values
  77600. * @param x The x component of the gamepad control stick value
  77601. * @param y The y component of the gamepad control stick value
  77602. */
  77603. constructor(
  77604. /**
  77605. * The x component of the control stick
  77606. */
  77607. x: number,
  77608. /**
  77609. * The y component of the control stick
  77610. */
  77611. y: number);
  77612. }
  77613. /**
  77614. * An interface which manages callbacks for gamepad button changes
  77615. */
  77616. export interface GamepadButtonChanges {
  77617. /**
  77618. * Called when a gamepad has been changed
  77619. */
  77620. changed: boolean;
  77621. /**
  77622. * Called when a gamepad press event has been triggered
  77623. */
  77624. pressChanged: boolean;
  77625. /**
  77626. * Called when a touch event has been triggered
  77627. */
  77628. touchChanged: boolean;
  77629. /**
  77630. * Called when a value has changed
  77631. */
  77632. valueChanged: boolean;
  77633. }
  77634. /**
  77635. * Represents a gamepad
  77636. */
  77637. export class Gamepad {
  77638. /**
  77639. * The id of the gamepad
  77640. */
  77641. id: string;
  77642. /**
  77643. * The index of the gamepad
  77644. */
  77645. index: number;
  77646. /**
  77647. * The browser gamepad
  77648. */
  77649. browserGamepad: any;
  77650. /**
  77651. * Specifies what type of gamepad this represents
  77652. */
  77653. type: number;
  77654. private _leftStick;
  77655. private _rightStick;
  77656. /** @hidden */
  77657. _isConnected: boolean;
  77658. private _leftStickAxisX;
  77659. private _leftStickAxisY;
  77660. private _rightStickAxisX;
  77661. private _rightStickAxisY;
  77662. /**
  77663. * Triggered when the left control stick has been changed
  77664. */
  77665. private _onleftstickchanged;
  77666. /**
  77667. * Triggered when the right control stick has been changed
  77668. */
  77669. private _onrightstickchanged;
  77670. /**
  77671. * Represents a gamepad controller
  77672. */
  77673. static GAMEPAD: number;
  77674. /**
  77675. * Represents a generic controller
  77676. */
  77677. static GENERIC: number;
  77678. /**
  77679. * Represents an XBox controller
  77680. */
  77681. static XBOX: number;
  77682. /**
  77683. * Represents a pose-enabled controller
  77684. */
  77685. static POSE_ENABLED: number;
  77686. /**
  77687. * Represents an Dual Shock controller
  77688. */
  77689. static DUALSHOCK: number;
  77690. /**
  77691. * Specifies whether the left control stick should be Y-inverted
  77692. */
  77693. protected _invertLeftStickY: boolean;
  77694. /**
  77695. * Specifies if the gamepad has been connected
  77696. */
  77697. readonly isConnected: boolean;
  77698. /**
  77699. * Initializes the gamepad
  77700. * @param id The id of the gamepad
  77701. * @param index The index of the gamepad
  77702. * @param browserGamepad The browser gamepad
  77703. * @param leftStickX The x component of the left joystick
  77704. * @param leftStickY The y component of the left joystick
  77705. * @param rightStickX The x component of the right joystick
  77706. * @param rightStickY The y component of the right joystick
  77707. */
  77708. constructor(
  77709. /**
  77710. * The id of the gamepad
  77711. */
  77712. id: string,
  77713. /**
  77714. * The index of the gamepad
  77715. */
  77716. index: number,
  77717. /**
  77718. * The browser gamepad
  77719. */
  77720. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  77721. /**
  77722. * Callback triggered when the left joystick has changed
  77723. * @param callback
  77724. */
  77725. onleftstickchanged(callback: (values: StickValues) => void): void;
  77726. /**
  77727. * Callback triggered when the right joystick has changed
  77728. * @param callback
  77729. */
  77730. onrightstickchanged(callback: (values: StickValues) => void): void;
  77731. /**
  77732. * Gets the left joystick
  77733. */
  77734. /**
  77735. * Sets the left joystick values
  77736. */
  77737. leftStick: StickValues;
  77738. /**
  77739. * Gets the right joystick
  77740. */
  77741. /**
  77742. * Sets the right joystick value
  77743. */
  77744. rightStick: StickValues;
  77745. /**
  77746. * Updates the gamepad joystick positions
  77747. */
  77748. update(): void;
  77749. /**
  77750. * Disposes the gamepad
  77751. */
  77752. dispose(): void;
  77753. }
  77754. /**
  77755. * Represents a generic gamepad
  77756. */
  77757. export class GenericPad extends Gamepad {
  77758. private _buttons;
  77759. private _onbuttondown;
  77760. private _onbuttonup;
  77761. /**
  77762. * Observable triggered when a button has been pressed
  77763. */
  77764. onButtonDownObservable: Observable<number>;
  77765. /**
  77766. * Observable triggered when a button has been released
  77767. */
  77768. onButtonUpObservable: Observable<number>;
  77769. /**
  77770. * Callback triggered when a button has been pressed
  77771. * @param callback Called when a button has been pressed
  77772. */
  77773. onbuttondown(callback: (buttonPressed: number) => void): void;
  77774. /**
  77775. * Callback triggered when a button has been released
  77776. * @param callback Called when a button has been released
  77777. */
  77778. onbuttonup(callback: (buttonReleased: number) => void): void;
  77779. /**
  77780. * Initializes the generic gamepad
  77781. * @param id The id of the generic gamepad
  77782. * @param index The index of the generic gamepad
  77783. * @param browserGamepad The browser gamepad
  77784. */
  77785. constructor(id: string, index: number, browserGamepad: any);
  77786. private _setButtonValue;
  77787. /**
  77788. * Updates the generic gamepad
  77789. */
  77790. update(): void;
  77791. /**
  77792. * Disposes the generic gamepad
  77793. */
  77794. dispose(): void;
  77795. }
  77796. }
  77797. declare module BABYLON {
  77798. interface Engine {
  77799. /**
  77800. * Creates a raw texture
  77801. * @param data defines the data to store in the texture
  77802. * @param width defines the width of the texture
  77803. * @param height defines the height of the texture
  77804. * @param format defines the format of the data
  77805. * @param generateMipMaps defines if the engine should generate the mip levels
  77806. * @param invertY defines if data must be stored with Y axis inverted
  77807. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  77808. * @param compression defines the compression used (null by default)
  77809. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77810. * @returns the raw texture inside an InternalTexture
  77811. */
  77812. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  77813. /**
  77814. * Update a raw texture
  77815. * @param texture defines the texture to update
  77816. * @param data defines the data to store in the texture
  77817. * @param format defines the format of the data
  77818. * @param invertY defines if data must be stored with Y axis inverted
  77819. */
  77820. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  77821. /**
  77822. * Update a raw texture
  77823. * @param texture defines the texture to update
  77824. * @param data defines the data to store in the texture
  77825. * @param format defines the format of the data
  77826. * @param invertY defines if data must be stored with Y axis inverted
  77827. * @param compression defines the compression used (null by default)
  77828. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77829. */
  77830. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  77831. /**
  77832. * Creates a new raw cube texture
  77833. * @param data defines the array of data to use to create each face
  77834. * @param size defines the size of the textures
  77835. * @param format defines the format of the data
  77836. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77837. * @param generateMipMaps defines if the engine should generate the mip levels
  77838. * @param invertY defines if data must be stored with Y axis inverted
  77839. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77840. * @param compression defines the compression used (null by default)
  77841. * @returns the cube texture as an InternalTexture
  77842. */
  77843. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  77844. /**
  77845. * Update a raw cube texture
  77846. * @param texture defines the texture to udpdate
  77847. * @param data defines the data to store
  77848. * @param format defines the data format
  77849. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77850. * @param invertY defines if data must be stored with Y axis inverted
  77851. */
  77852. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  77853. /**
  77854. * Update a raw cube texture
  77855. * @param texture defines the texture to udpdate
  77856. * @param data defines the data to store
  77857. * @param format defines the data format
  77858. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77859. * @param invertY defines if data must be stored with Y axis inverted
  77860. * @param compression defines the compression used (null by default)
  77861. */
  77862. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  77863. /**
  77864. * Update a raw cube texture
  77865. * @param texture defines the texture to udpdate
  77866. * @param data defines the data to store
  77867. * @param format defines the data format
  77868. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77869. * @param invertY defines if data must be stored with Y axis inverted
  77870. * @param compression defines the compression used (null by default)
  77871. * @param level defines which level of the texture to update
  77872. */
  77873. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  77874. /**
  77875. * Creates a new raw cube texture from a specified url
  77876. * @param url defines the url where the data is located
  77877. * @param scene defines the current scene
  77878. * @param size defines the size of the textures
  77879. * @param format defines the format of the data
  77880. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77881. * @param noMipmap defines if the engine should avoid generating the mip levels
  77882. * @param callback defines a callback used to extract texture data from loaded data
  77883. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  77884. * @param onLoad defines a callback called when texture is loaded
  77885. * @param onError defines a callback called if there is an error
  77886. * @returns the cube texture as an InternalTexture
  77887. */
  77888. 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;
  77889. /**
  77890. * Creates a new raw cube texture from a specified url
  77891. * @param url defines the url where the data is located
  77892. * @param scene defines the current scene
  77893. * @param size defines the size of the textures
  77894. * @param format defines the format of the data
  77895. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77896. * @param noMipmap defines if the engine should avoid generating the mip levels
  77897. * @param callback defines a callback used to extract texture data from loaded data
  77898. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  77899. * @param onLoad defines a callback called when texture is loaded
  77900. * @param onError defines a callback called if there is an error
  77901. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77902. * @param invertY defines if data must be stored with Y axis inverted
  77903. * @returns the cube texture as an InternalTexture
  77904. */
  77905. 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;
  77906. /**
  77907. * Creates a new raw 3D texture
  77908. * @param data defines the data used to create the texture
  77909. * @param width defines the width of the texture
  77910. * @param height defines the height of the texture
  77911. * @param depth defines the depth of the texture
  77912. * @param format defines the format of the texture
  77913. * @param generateMipMaps defines if the engine must generate mip levels
  77914. * @param invertY defines if data must be stored with Y axis inverted
  77915. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77916. * @param compression defines the compressed used (can be null)
  77917. * @param textureType defines the compressed used (can be null)
  77918. * @returns a new raw 3D texture (stored in an InternalTexture)
  77919. */
  77920. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  77921. /**
  77922. * Update a raw 3D texture
  77923. * @param texture defines the texture to update
  77924. * @param data defines the data to store
  77925. * @param format defines the data format
  77926. * @param invertY defines if data must be stored with Y axis inverted
  77927. */
  77928. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  77929. /**
  77930. * Update a raw 3D texture
  77931. * @param texture defines the texture to update
  77932. * @param data defines the data to store
  77933. * @param format defines the data format
  77934. * @param invertY defines if data must be stored with Y axis inverted
  77935. * @param compression defines the used compression (can be null)
  77936. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  77937. */
  77938. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  77939. }
  77940. }
  77941. declare module BABYLON {
  77942. /**
  77943. * Raw texture can help creating a texture directly from an array of data.
  77944. * This can be super useful if you either get the data from an uncompressed source or
  77945. * if you wish to create your texture pixel by pixel.
  77946. */
  77947. export class RawTexture extends Texture {
  77948. /**
  77949. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77950. */
  77951. format: number;
  77952. private _engine;
  77953. /**
  77954. * Instantiates a new RawTexture.
  77955. * Raw texture can help creating a texture directly from an array of data.
  77956. * This can be super useful if you either get the data from an uncompressed source or
  77957. * if you wish to create your texture pixel by pixel.
  77958. * @param data define the array of data to use to create the texture
  77959. * @param width define the width of the texture
  77960. * @param height define the height of the texture
  77961. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77962. * @param scene define the scene the texture belongs to
  77963. * @param generateMipMaps define whether mip maps should be generated or not
  77964. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77965. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77966. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77967. */
  77968. constructor(data: ArrayBufferView, width: number, height: number,
  77969. /**
  77970. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77971. */
  77972. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  77973. /**
  77974. * Updates the texture underlying data.
  77975. * @param data Define the new data of the texture
  77976. */
  77977. update(data: ArrayBufferView): void;
  77978. /**
  77979. * Creates a luminance texture from some data.
  77980. * @param data Define the texture data
  77981. * @param width Define the width of the texture
  77982. * @param height Define the height of the texture
  77983. * @param scene Define the scene the texture belongs to
  77984. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77985. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77986. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77987. * @returns the luminance texture
  77988. */
  77989. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77990. /**
  77991. * Creates a luminance alpha texture from some data.
  77992. * @param data Define the texture data
  77993. * @param width Define the width of the texture
  77994. * @param height Define the height of the texture
  77995. * @param scene Define the scene the texture belongs to
  77996. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77997. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77998. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77999. * @returns the luminance alpha texture
  78000. */
  78001. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  78002. /**
  78003. * Creates an alpha texture from some data.
  78004. * @param data Define the texture data
  78005. * @param width Define the width of the texture
  78006. * @param height Define the height of the texture
  78007. * @param scene Define the scene the texture belongs to
  78008. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78009. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78010. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78011. * @returns the alpha texture
  78012. */
  78013. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  78014. /**
  78015. * Creates a RGB texture from some data.
  78016. * @param data Define the texture data
  78017. * @param width Define the width of the texture
  78018. * @param height Define the height of the texture
  78019. * @param scene Define the scene the texture belongs to
  78020. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78021. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78022. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78023. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78024. * @returns the RGB alpha texture
  78025. */
  78026. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  78027. /**
  78028. * Creates a RGBA texture from some data.
  78029. * @param data Define the texture data
  78030. * @param width Define the width of the texture
  78031. * @param height Define the height of the texture
  78032. * @param scene Define the scene the texture belongs to
  78033. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78034. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78035. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78036. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78037. * @returns the RGBA texture
  78038. */
  78039. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  78040. /**
  78041. * Creates a R texture from some data.
  78042. * @param data Define the texture data
  78043. * @param width Define the width of the texture
  78044. * @param height Define the height of the texture
  78045. * @param scene Define the scene the texture belongs to
  78046. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78047. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78048. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78049. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78050. * @returns the R texture
  78051. */
  78052. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  78053. }
  78054. }
  78055. declare module BABYLON {
  78056. /**
  78057. * Interface for the size containing width and height
  78058. */
  78059. export interface ISize {
  78060. /**
  78061. * Width
  78062. */
  78063. width: number;
  78064. /**
  78065. * Heighht
  78066. */
  78067. height: number;
  78068. }
  78069. /**
  78070. * Size containing widht and height
  78071. */
  78072. export class Size implements ISize {
  78073. /**
  78074. * Width
  78075. */
  78076. width: number;
  78077. /**
  78078. * Height
  78079. */
  78080. height: number;
  78081. /**
  78082. * Creates a Size object from the given width and height (floats).
  78083. * @param width width of the new size
  78084. * @param height height of the new size
  78085. */
  78086. constructor(width: number, height: number);
  78087. /**
  78088. * Returns a string with the Size width and height
  78089. * @returns a string with the Size width and height
  78090. */
  78091. toString(): string;
  78092. /**
  78093. * "Size"
  78094. * @returns the string "Size"
  78095. */
  78096. getClassName(): string;
  78097. /**
  78098. * Returns the Size hash code.
  78099. * @returns a hash code for a unique width and height
  78100. */
  78101. getHashCode(): number;
  78102. /**
  78103. * Updates the current size from the given one.
  78104. * @param src the given size
  78105. */
  78106. copyFrom(src: Size): void;
  78107. /**
  78108. * Updates in place the current Size from the given floats.
  78109. * @param width width of the new size
  78110. * @param height height of the new size
  78111. * @returns the updated Size.
  78112. */
  78113. copyFromFloats(width: number, height: number): Size;
  78114. /**
  78115. * Updates in place the current Size from the given floats.
  78116. * @param width width to set
  78117. * @param height height to set
  78118. * @returns the updated Size.
  78119. */
  78120. set(width: number, height: number): Size;
  78121. /**
  78122. * Multiplies the width and height by numbers
  78123. * @param w factor to multiple the width by
  78124. * @param h factor to multiple the height by
  78125. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  78126. */
  78127. multiplyByFloats(w: number, h: number): Size;
  78128. /**
  78129. * Clones the size
  78130. * @returns a new Size copied from the given one.
  78131. */
  78132. clone(): Size;
  78133. /**
  78134. * True if the current Size and the given one width and height are strictly equal.
  78135. * @param other the other size to compare against
  78136. * @returns True if the current Size and the given one width and height are strictly equal.
  78137. */
  78138. equals(other: Size): boolean;
  78139. /**
  78140. * The surface of the Size : width * height (float).
  78141. */
  78142. readonly surface: number;
  78143. /**
  78144. * Create a new size of zero
  78145. * @returns a new Size set to (0.0, 0.0)
  78146. */
  78147. static Zero(): Size;
  78148. /**
  78149. * Sums the width and height of two sizes
  78150. * @param otherSize size to add to this size
  78151. * @returns a new Size set as the addition result of the current Size and the given one.
  78152. */
  78153. add(otherSize: Size): Size;
  78154. /**
  78155. * Subtracts the width and height of two
  78156. * @param otherSize size to subtract to this size
  78157. * @returns a new Size set as the subtraction result of the given one from the current Size.
  78158. */
  78159. subtract(otherSize: Size): Size;
  78160. /**
  78161. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  78162. * @param start starting size to lerp between
  78163. * @param end end size to lerp between
  78164. * @param amount amount to lerp between the start and end values
  78165. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  78166. */
  78167. static Lerp(start: Size, end: Size, amount: number): Size;
  78168. }
  78169. }
  78170. declare module BABYLON {
  78171. /**
  78172. * Defines a runtime animation
  78173. */
  78174. export class RuntimeAnimation {
  78175. private _events;
  78176. /**
  78177. * The current frame of the runtime animation
  78178. */
  78179. private _currentFrame;
  78180. /**
  78181. * The animation used by the runtime animation
  78182. */
  78183. private _animation;
  78184. /**
  78185. * The target of the runtime animation
  78186. */
  78187. private _target;
  78188. /**
  78189. * The initiating animatable
  78190. */
  78191. private _host;
  78192. /**
  78193. * The original value of the runtime animation
  78194. */
  78195. private _originalValue;
  78196. /**
  78197. * The original blend value of the runtime animation
  78198. */
  78199. private _originalBlendValue;
  78200. /**
  78201. * The offsets cache of the runtime animation
  78202. */
  78203. private _offsetsCache;
  78204. /**
  78205. * The high limits cache of the runtime animation
  78206. */
  78207. private _highLimitsCache;
  78208. /**
  78209. * Specifies if the runtime animation has been stopped
  78210. */
  78211. private _stopped;
  78212. /**
  78213. * The blending factor of the runtime animation
  78214. */
  78215. private _blendingFactor;
  78216. /**
  78217. * The BabylonJS scene
  78218. */
  78219. private _scene;
  78220. /**
  78221. * The current value of the runtime animation
  78222. */
  78223. private _currentValue;
  78224. /** @hidden */
  78225. _animationState: _IAnimationState;
  78226. /**
  78227. * The active target of the runtime animation
  78228. */
  78229. private _activeTargets;
  78230. private _currentActiveTarget;
  78231. private _directTarget;
  78232. /**
  78233. * The target path of the runtime animation
  78234. */
  78235. private _targetPath;
  78236. /**
  78237. * The weight of the runtime animation
  78238. */
  78239. private _weight;
  78240. /**
  78241. * The ratio offset of the runtime animation
  78242. */
  78243. private _ratioOffset;
  78244. /**
  78245. * The previous delay of the runtime animation
  78246. */
  78247. private _previousDelay;
  78248. /**
  78249. * The previous ratio of the runtime animation
  78250. */
  78251. private _previousRatio;
  78252. private _enableBlending;
  78253. private _keys;
  78254. private _minFrame;
  78255. private _maxFrame;
  78256. private _minValue;
  78257. private _maxValue;
  78258. private _targetIsArray;
  78259. /**
  78260. * Gets the current frame of the runtime animation
  78261. */
  78262. readonly currentFrame: number;
  78263. /**
  78264. * Gets the weight of the runtime animation
  78265. */
  78266. readonly weight: number;
  78267. /**
  78268. * Gets the current value of the runtime animation
  78269. */
  78270. readonly currentValue: any;
  78271. /**
  78272. * Gets the target path of the runtime animation
  78273. */
  78274. readonly targetPath: string;
  78275. /**
  78276. * Gets the actual target of the runtime animation
  78277. */
  78278. readonly target: any;
  78279. /** @hidden */
  78280. _onLoop: () => void;
  78281. /**
  78282. * Create a new RuntimeAnimation object
  78283. * @param target defines the target of the animation
  78284. * @param animation defines the source animation object
  78285. * @param scene defines the hosting scene
  78286. * @param host defines the initiating Animatable
  78287. */
  78288. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  78289. private _preparePath;
  78290. /**
  78291. * Gets the animation from the runtime animation
  78292. */
  78293. readonly animation: Animation;
  78294. /**
  78295. * Resets the runtime animation to the beginning
  78296. * @param restoreOriginal defines whether to restore the target property to the original value
  78297. */
  78298. reset(restoreOriginal?: boolean): void;
  78299. /**
  78300. * Specifies if the runtime animation is stopped
  78301. * @returns Boolean specifying if the runtime animation is stopped
  78302. */
  78303. isStopped(): boolean;
  78304. /**
  78305. * Disposes of the runtime animation
  78306. */
  78307. dispose(): void;
  78308. /**
  78309. * Apply the interpolated value to the target
  78310. * @param currentValue defines the value computed by the animation
  78311. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  78312. */
  78313. setValue(currentValue: any, weight: number): void;
  78314. private _getOriginalValues;
  78315. private _setValue;
  78316. /**
  78317. * Gets the loop pmode of the runtime animation
  78318. * @returns Loop Mode
  78319. */
  78320. private _getCorrectLoopMode;
  78321. /**
  78322. * Move the current animation to a given frame
  78323. * @param frame defines the frame to move to
  78324. */
  78325. goToFrame(frame: number): void;
  78326. /**
  78327. * @hidden Internal use only
  78328. */
  78329. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  78330. /**
  78331. * Execute the current animation
  78332. * @param delay defines the delay to add to the current frame
  78333. * @param from defines the lower bound of the animation range
  78334. * @param to defines the upper bound of the animation range
  78335. * @param loop defines if the current animation must loop
  78336. * @param speedRatio defines the current speed ratio
  78337. * @param weight defines the weight of the animation (default is -1 so no weight)
  78338. * @param onLoop optional callback called when animation loops
  78339. * @returns a boolean indicating if the animation is running
  78340. */
  78341. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  78342. }
  78343. }
  78344. declare module BABYLON {
  78345. /**
  78346. * Class used to store an actual running animation
  78347. */
  78348. export class Animatable {
  78349. /** defines the target object */
  78350. target: any;
  78351. /** defines the starting frame number (default is 0) */
  78352. fromFrame: number;
  78353. /** defines the ending frame number (default is 100) */
  78354. toFrame: number;
  78355. /** defines if the animation must loop (default is false) */
  78356. loopAnimation: boolean;
  78357. /** defines a callback to call when animation ends if it is not looping */
  78358. onAnimationEnd?: (() => void) | null | undefined;
  78359. /** defines a callback to call when animation loops */
  78360. onAnimationLoop?: (() => void) | null | undefined;
  78361. private _localDelayOffset;
  78362. private _pausedDelay;
  78363. private _runtimeAnimations;
  78364. private _paused;
  78365. private _scene;
  78366. private _speedRatio;
  78367. private _weight;
  78368. private _syncRoot;
  78369. /**
  78370. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  78371. * This will only apply for non looping animation (default is true)
  78372. */
  78373. disposeOnEnd: boolean;
  78374. /**
  78375. * Gets a boolean indicating if the animation has started
  78376. */
  78377. animationStarted: boolean;
  78378. /**
  78379. * Observer raised when the animation ends
  78380. */
  78381. onAnimationEndObservable: Observable<Animatable>;
  78382. /**
  78383. * Observer raised when the animation loops
  78384. */
  78385. onAnimationLoopObservable: Observable<Animatable>;
  78386. /**
  78387. * Gets the root Animatable used to synchronize and normalize animations
  78388. */
  78389. readonly syncRoot: Nullable<Animatable>;
  78390. /**
  78391. * Gets the current frame of the first RuntimeAnimation
  78392. * Used to synchronize Animatables
  78393. */
  78394. readonly masterFrame: number;
  78395. /**
  78396. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  78397. */
  78398. weight: number;
  78399. /**
  78400. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  78401. */
  78402. speedRatio: number;
  78403. /**
  78404. * Creates a new Animatable
  78405. * @param scene defines the hosting scene
  78406. * @param target defines the target object
  78407. * @param fromFrame defines the starting frame number (default is 0)
  78408. * @param toFrame defines the ending frame number (default is 100)
  78409. * @param loopAnimation defines if the animation must loop (default is false)
  78410. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  78411. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  78412. * @param animations defines a group of animation to add to the new Animatable
  78413. * @param onAnimationLoop defines a callback to call when animation loops
  78414. */
  78415. constructor(scene: Scene,
  78416. /** defines the target object */
  78417. target: any,
  78418. /** defines the starting frame number (default is 0) */
  78419. fromFrame?: number,
  78420. /** defines the ending frame number (default is 100) */
  78421. toFrame?: number,
  78422. /** defines if the animation must loop (default is false) */
  78423. loopAnimation?: boolean, speedRatio?: number,
  78424. /** defines a callback to call when animation ends if it is not looping */
  78425. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  78426. /** defines a callback to call when animation loops */
  78427. onAnimationLoop?: (() => void) | null | undefined);
  78428. /**
  78429. * Synchronize and normalize current Animatable with a source Animatable
  78430. * This is useful when using animation weights and when animations are not of the same length
  78431. * @param root defines the root Animatable to synchronize with
  78432. * @returns the current Animatable
  78433. */
  78434. syncWith(root: Animatable): Animatable;
  78435. /**
  78436. * Gets the list of runtime animations
  78437. * @returns an array of RuntimeAnimation
  78438. */
  78439. getAnimations(): RuntimeAnimation[];
  78440. /**
  78441. * Adds more animations to the current animatable
  78442. * @param target defines the target of the animations
  78443. * @param animations defines the new animations to add
  78444. */
  78445. appendAnimations(target: any, animations: Animation[]): void;
  78446. /**
  78447. * Gets the source animation for a specific property
  78448. * @param property defines the propertyu to look for
  78449. * @returns null or the source animation for the given property
  78450. */
  78451. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  78452. /**
  78453. * Gets the runtime animation for a specific property
  78454. * @param property defines the propertyu to look for
  78455. * @returns null or the runtime animation for the given property
  78456. */
  78457. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  78458. /**
  78459. * Resets the animatable to its original state
  78460. */
  78461. reset(): void;
  78462. /**
  78463. * Allows the animatable to blend with current running animations
  78464. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78465. * @param blendingSpeed defines the blending speed to use
  78466. */
  78467. enableBlending(blendingSpeed: number): void;
  78468. /**
  78469. * Disable animation blending
  78470. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78471. */
  78472. disableBlending(): void;
  78473. /**
  78474. * Jump directly to a given frame
  78475. * @param frame defines the frame to jump to
  78476. */
  78477. goToFrame(frame: number): void;
  78478. /**
  78479. * Pause the animation
  78480. */
  78481. pause(): void;
  78482. /**
  78483. * Restart the animation
  78484. */
  78485. restart(): void;
  78486. private _raiseOnAnimationEnd;
  78487. /**
  78488. * Stop and delete the current animation
  78489. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  78490. * @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)
  78491. */
  78492. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  78493. /**
  78494. * Wait asynchronously for the animation to end
  78495. * @returns a promise which will be fullfilled when the animation ends
  78496. */
  78497. waitAsync(): Promise<Animatable>;
  78498. /** @hidden */
  78499. _animate(delay: number): boolean;
  78500. }
  78501. interface Scene {
  78502. /** @hidden */
  78503. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  78504. /** @hidden */
  78505. _processLateAnimationBindingsForMatrices(holder: {
  78506. totalWeight: number;
  78507. animations: RuntimeAnimation[];
  78508. originalValue: Matrix;
  78509. }): any;
  78510. /** @hidden */
  78511. _processLateAnimationBindingsForQuaternions(holder: {
  78512. totalWeight: number;
  78513. animations: RuntimeAnimation[];
  78514. originalValue: Quaternion;
  78515. }, refQuaternion: Quaternion): Quaternion;
  78516. /** @hidden */
  78517. _processLateAnimationBindings(): void;
  78518. /**
  78519. * Will start the animation sequence of a given target
  78520. * @param target defines the target
  78521. * @param from defines from which frame should animation start
  78522. * @param to defines until which frame should animation run.
  78523. * @param weight defines the weight to apply to the animation (1.0 by default)
  78524. * @param loop defines if the animation loops
  78525. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78526. * @param onAnimationEnd defines the function to be executed when the animation ends
  78527. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78528. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  78529. * @param onAnimationLoop defines the callback to call when an animation loops
  78530. * @returns the animatable object created for this animation
  78531. */
  78532. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  78533. /**
  78534. * Will start the animation sequence of a given target
  78535. * @param target defines the target
  78536. * @param from defines from which frame should animation start
  78537. * @param to defines until which frame should animation run.
  78538. * @param loop defines if the animation loops
  78539. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78540. * @param onAnimationEnd defines the function to be executed when the animation ends
  78541. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78542. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  78543. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  78544. * @param onAnimationLoop defines the callback to call when an animation loops
  78545. * @returns the animatable object created for this animation
  78546. */
  78547. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  78548. /**
  78549. * Will start the animation sequence of a given target and its hierarchy
  78550. * @param target defines the target
  78551. * @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.
  78552. * @param from defines from which frame should animation start
  78553. * @param to defines until which frame should animation run.
  78554. * @param loop defines if the animation loops
  78555. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78556. * @param onAnimationEnd defines the function to be executed when the animation ends
  78557. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78558. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  78559. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  78560. * @param onAnimationLoop defines the callback to call when an animation loops
  78561. * @returns the list of created animatables
  78562. */
  78563. 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[];
  78564. /**
  78565. * Begin a new animation on a given node
  78566. * @param target defines the target where the animation will take place
  78567. * @param animations defines the list of animations to start
  78568. * @param from defines the initial value
  78569. * @param to defines the final value
  78570. * @param loop defines if you want animation to loop (off by default)
  78571. * @param speedRatio defines the speed ratio to apply to all animations
  78572. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  78573. * @param onAnimationLoop defines the callback to call when an animation loops
  78574. * @returns the list of created animatables
  78575. */
  78576. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  78577. /**
  78578. * Begin a new animation on a given node and its hierarchy
  78579. * @param target defines the root node where the animation will take place
  78580. * @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.
  78581. * @param animations defines the list of animations to start
  78582. * @param from defines the initial value
  78583. * @param to defines the final value
  78584. * @param loop defines if you want animation to loop (off by default)
  78585. * @param speedRatio defines the speed ratio to apply to all animations
  78586. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  78587. * @param onAnimationLoop defines the callback to call when an animation loops
  78588. * @returns the list of animatables created for all nodes
  78589. */
  78590. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  78591. /**
  78592. * Gets the animatable associated with a specific target
  78593. * @param target defines the target of the animatable
  78594. * @returns the required animatable if found
  78595. */
  78596. getAnimatableByTarget(target: any): Nullable<Animatable>;
  78597. /**
  78598. * Gets all animatables associated with a given target
  78599. * @param target defines the target to look animatables for
  78600. * @returns an array of Animatables
  78601. */
  78602. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  78603. /**
  78604. * Stops and removes all animations that have been applied to the scene
  78605. */
  78606. stopAllAnimations(): void;
  78607. }
  78608. interface Bone {
  78609. /**
  78610. * Copy an animation range from another bone
  78611. * @param source defines the source bone
  78612. * @param rangeName defines the range name to copy
  78613. * @param frameOffset defines the frame offset
  78614. * @param rescaleAsRequired defines if rescaling must be applied if required
  78615. * @param skelDimensionsRatio defines the scaling ratio
  78616. * @returns true if operation was successful
  78617. */
  78618. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  78619. }
  78620. }
  78621. declare module BABYLON {
  78622. /**
  78623. * Class used to override all child animations of a given target
  78624. */
  78625. export class AnimationPropertiesOverride {
  78626. /**
  78627. * Gets or sets a value indicating if animation blending must be used
  78628. */
  78629. enableBlending: boolean;
  78630. /**
  78631. * Gets or sets the blending speed to use when enableBlending is true
  78632. */
  78633. blendingSpeed: number;
  78634. /**
  78635. * Gets or sets the default loop mode to use
  78636. */
  78637. loopMode: number;
  78638. }
  78639. }
  78640. declare module BABYLON {
  78641. /**
  78642. * Class used to handle skinning animations
  78643. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  78644. */
  78645. export class Skeleton implements IAnimatable {
  78646. /** defines the skeleton name */
  78647. name: string;
  78648. /** defines the skeleton Id */
  78649. id: string;
  78650. /**
  78651. * Defines the list of child bones
  78652. */
  78653. bones: Bone[];
  78654. /**
  78655. * Defines an estimate of the dimension of the skeleton at rest
  78656. */
  78657. dimensionsAtRest: Vector3;
  78658. /**
  78659. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  78660. */
  78661. needInitialSkinMatrix: boolean;
  78662. /**
  78663. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  78664. */
  78665. overrideMesh: Nullable<AbstractMesh>;
  78666. /**
  78667. * Gets the list of animations attached to this skeleton
  78668. */
  78669. animations: Array<Animation>;
  78670. private _scene;
  78671. private _isDirty;
  78672. private _transformMatrices;
  78673. private _transformMatrixTexture;
  78674. private _meshesWithPoseMatrix;
  78675. private _animatables;
  78676. private _identity;
  78677. private _synchronizedWithMesh;
  78678. private _ranges;
  78679. private _lastAbsoluteTransformsUpdateId;
  78680. private _canUseTextureForBones;
  78681. private _uniqueId;
  78682. /** @hidden */
  78683. _numBonesWithLinkedTransformNode: number;
  78684. /** @hidden */
  78685. _hasWaitingData: Nullable<boolean>;
  78686. /**
  78687. * Specifies if the skeleton should be serialized
  78688. */
  78689. doNotSerialize: boolean;
  78690. private _useTextureToStoreBoneMatrices;
  78691. /**
  78692. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  78693. * Please note that this option is not available if the hardware does not support it
  78694. */
  78695. useTextureToStoreBoneMatrices: boolean;
  78696. private _animationPropertiesOverride;
  78697. /**
  78698. * Gets or sets the animation properties override
  78699. */
  78700. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  78701. /**
  78702. * List of inspectable custom properties (used by the Inspector)
  78703. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  78704. */
  78705. inspectableCustomProperties: IInspectable[];
  78706. /**
  78707. * An observable triggered before computing the skeleton's matrices
  78708. */
  78709. onBeforeComputeObservable: Observable<Skeleton>;
  78710. /**
  78711. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  78712. */
  78713. readonly isUsingTextureForMatrices: boolean;
  78714. /**
  78715. * Gets the unique ID of this skeleton
  78716. */
  78717. readonly uniqueId: number;
  78718. /**
  78719. * Creates a new skeleton
  78720. * @param name defines the skeleton name
  78721. * @param id defines the skeleton Id
  78722. * @param scene defines the hosting scene
  78723. */
  78724. constructor(
  78725. /** defines the skeleton name */
  78726. name: string,
  78727. /** defines the skeleton Id */
  78728. id: string, scene: Scene);
  78729. /**
  78730. * Gets the current object class name.
  78731. * @return the class name
  78732. */
  78733. getClassName(): string;
  78734. /**
  78735. * Returns an array containing the root bones
  78736. * @returns an array containing the root bones
  78737. */
  78738. getChildren(): Array<Bone>;
  78739. /**
  78740. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  78741. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  78742. * @returns a Float32Array containing matrices data
  78743. */
  78744. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  78745. /**
  78746. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  78747. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  78748. * @returns a raw texture containing the data
  78749. */
  78750. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  78751. /**
  78752. * Gets the current hosting scene
  78753. * @returns a scene object
  78754. */
  78755. getScene(): Scene;
  78756. /**
  78757. * Gets a string representing the current skeleton data
  78758. * @param fullDetails defines a boolean indicating if we want a verbose version
  78759. * @returns a string representing the current skeleton data
  78760. */
  78761. toString(fullDetails?: boolean): string;
  78762. /**
  78763. * Get bone's index searching by name
  78764. * @param name defines bone's name to search for
  78765. * @return the indice of the bone. Returns -1 if not found
  78766. */
  78767. getBoneIndexByName(name: string): number;
  78768. /**
  78769. * Creater a new animation range
  78770. * @param name defines the name of the range
  78771. * @param from defines the start key
  78772. * @param to defines the end key
  78773. */
  78774. createAnimationRange(name: string, from: number, to: number): void;
  78775. /**
  78776. * Delete a specific animation range
  78777. * @param name defines the name of the range
  78778. * @param deleteFrames defines if frames must be removed as well
  78779. */
  78780. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  78781. /**
  78782. * Gets a specific animation range
  78783. * @param name defines the name of the range to look for
  78784. * @returns the requested animation range or null if not found
  78785. */
  78786. getAnimationRange(name: string): Nullable<AnimationRange>;
  78787. /**
  78788. * Gets the list of all animation ranges defined on this skeleton
  78789. * @returns an array
  78790. */
  78791. getAnimationRanges(): Nullable<AnimationRange>[];
  78792. /**
  78793. * Copy animation range from a source skeleton.
  78794. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  78795. * @param source defines the source skeleton
  78796. * @param name defines the name of the range to copy
  78797. * @param rescaleAsRequired defines if rescaling must be applied if required
  78798. * @returns true if operation was successful
  78799. */
  78800. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  78801. /**
  78802. * Forces the skeleton to go to rest pose
  78803. */
  78804. returnToRest(): void;
  78805. private _getHighestAnimationFrame;
  78806. /**
  78807. * Begin a specific animation range
  78808. * @param name defines the name of the range to start
  78809. * @param loop defines if looping must be turned on (false by default)
  78810. * @param speedRatio defines the speed ratio to apply (1 by default)
  78811. * @param onAnimationEnd defines a callback which will be called when animation will end
  78812. * @returns a new animatable
  78813. */
  78814. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  78815. /** @hidden */
  78816. _markAsDirty(): void;
  78817. /** @hidden */
  78818. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78819. /** @hidden */
  78820. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78821. private _computeTransformMatrices;
  78822. /**
  78823. * Build all resources required to render a skeleton
  78824. */
  78825. prepare(): void;
  78826. /**
  78827. * Gets the list of animatables currently running for this skeleton
  78828. * @returns an array of animatables
  78829. */
  78830. getAnimatables(): IAnimatable[];
  78831. /**
  78832. * Clone the current skeleton
  78833. * @param name defines the name of the new skeleton
  78834. * @param id defines the id of the new skeleton
  78835. * @returns the new skeleton
  78836. */
  78837. clone(name: string, id: string): Skeleton;
  78838. /**
  78839. * Enable animation blending for this skeleton
  78840. * @param blendingSpeed defines the blending speed to apply
  78841. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78842. */
  78843. enableBlending(blendingSpeed?: number): void;
  78844. /**
  78845. * Releases all resources associated with the current skeleton
  78846. */
  78847. dispose(): void;
  78848. /**
  78849. * Serialize the skeleton in a JSON object
  78850. * @returns a JSON object
  78851. */
  78852. serialize(): any;
  78853. /**
  78854. * Creates a new skeleton from serialized data
  78855. * @param parsedSkeleton defines the serialized data
  78856. * @param scene defines the hosting scene
  78857. * @returns a new skeleton
  78858. */
  78859. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  78860. /**
  78861. * Compute all node absolute transforms
  78862. * @param forceUpdate defines if computation must be done even if cache is up to date
  78863. */
  78864. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  78865. /**
  78866. * Gets the root pose matrix
  78867. * @returns a matrix
  78868. */
  78869. getPoseMatrix(): Nullable<Matrix>;
  78870. /**
  78871. * Sorts bones per internal index
  78872. */
  78873. sortBones(): void;
  78874. private _sortBones;
  78875. }
  78876. }
  78877. declare module BABYLON {
  78878. /**
  78879. * Class used to store bone information
  78880. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  78881. */
  78882. export class Bone extends Node {
  78883. /**
  78884. * defines the bone name
  78885. */
  78886. name: string;
  78887. private static _tmpVecs;
  78888. private static _tmpQuat;
  78889. private static _tmpMats;
  78890. /**
  78891. * Gets the list of child bones
  78892. */
  78893. children: Bone[];
  78894. /** Gets the animations associated with this bone */
  78895. animations: Animation[];
  78896. /**
  78897. * Gets or sets bone length
  78898. */
  78899. length: number;
  78900. /**
  78901. * @hidden Internal only
  78902. * Set this value to map this bone to a different index in the transform matrices
  78903. * Set this value to -1 to exclude the bone from the transform matrices
  78904. */
  78905. _index: Nullable<number>;
  78906. private _skeleton;
  78907. private _localMatrix;
  78908. private _restPose;
  78909. private _baseMatrix;
  78910. private _absoluteTransform;
  78911. private _invertedAbsoluteTransform;
  78912. private _parent;
  78913. private _scalingDeterminant;
  78914. private _worldTransform;
  78915. private _localScaling;
  78916. private _localRotation;
  78917. private _localPosition;
  78918. private _needToDecompose;
  78919. private _needToCompose;
  78920. /** @hidden */
  78921. _linkedTransformNode: Nullable<TransformNode>;
  78922. /** @hidden */
  78923. _waitingTransformNodeId: Nullable<string>;
  78924. /** @hidden */
  78925. /** @hidden */
  78926. _matrix: Matrix;
  78927. /**
  78928. * Create a new bone
  78929. * @param name defines the bone name
  78930. * @param skeleton defines the parent skeleton
  78931. * @param parentBone defines the parent (can be null if the bone is the root)
  78932. * @param localMatrix defines the local matrix
  78933. * @param restPose defines the rest pose matrix
  78934. * @param baseMatrix defines the base matrix
  78935. * @param index defines index of the bone in the hiearchy
  78936. */
  78937. constructor(
  78938. /**
  78939. * defines the bone name
  78940. */
  78941. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  78942. /**
  78943. * Gets the current object class name.
  78944. * @return the class name
  78945. */
  78946. getClassName(): string;
  78947. /**
  78948. * Gets the parent skeleton
  78949. * @returns a skeleton
  78950. */
  78951. getSkeleton(): Skeleton;
  78952. /**
  78953. * Gets parent bone
  78954. * @returns a bone or null if the bone is the root of the bone hierarchy
  78955. */
  78956. getParent(): Nullable<Bone>;
  78957. /**
  78958. * Returns an array containing the root bones
  78959. * @returns an array containing the root bones
  78960. */
  78961. getChildren(): Array<Bone>;
  78962. /**
  78963. * Sets the parent bone
  78964. * @param parent defines the parent (can be null if the bone is the root)
  78965. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  78966. */
  78967. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  78968. /**
  78969. * Gets the local matrix
  78970. * @returns a matrix
  78971. */
  78972. getLocalMatrix(): Matrix;
  78973. /**
  78974. * Gets the base matrix (initial matrix which remains unchanged)
  78975. * @returns a matrix
  78976. */
  78977. getBaseMatrix(): Matrix;
  78978. /**
  78979. * Gets the rest pose matrix
  78980. * @returns a matrix
  78981. */
  78982. getRestPose(): Matrix;
  78983. /**
  78984. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  78985. */
  78986. getWorldMatrix(): Matrix;
  78987. /**
  78988. * Sets the local matrix to rest pose matrix
  78989. */
  78990. returnToRest(): void;
  78991. /**
  78992. * Gets the inverse of the absolute transform matrix.
  78993. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  78994. * @returns a matrix
  78995. */
  78996. getInvertedAbsoluteTransform(): Matrix;
  78997. /**
  78998. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  78999. * @returns a matrix
  79000. */
  79001. getAbsoluteTransform(): Matrix;
  79002. /**
  79003. * Links with the given transform node.
  79004. * The local matrix of this bone is copied from the transform node every frame.
  79005. * @param transformNode defines the transform node to link to
  79006. */
  79007. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  79008. /**
  79009. * Gets the node used to drive the bone's transformation
  79010. * @returns a transform node or null
  79011. */
  79012. getTransformNode(): Nullable<TransformNode>;
  79013. /** Gets or sets current position (in local space) */
  79014. position: Vector3;
  79015. /** Gets or sets current rotation (in local space) */
  79016. rotation: Vector3;
  79017. /** Gets or sets current rotation quaternion (in local space) */
  79018. rotationQuaternion: Quaternion;
  79019. /** Gets or sets current scaling (in local space) */
  79020. scaling: Vector3;
  79021. /**
  79022. * Gets the animation properties override
  79023. */
  79024. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  79025. private _decompose;
  79026. private _compose;
  79027. /**
  79028. * Update the base and local matrices
  79029. * @param matrix defines the new base or local matrix
  79030. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  79031. * @param updateLocalMatrix defines if the local matrix should be updated
  79032. */
  79033. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  79034. /** @hidden */
  79035. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  79036. /**
  79037. * Flag the bone as dirty (Forcing it to update everything)
  79038. */
  79039. markAsDirty(): void;
  79040. /** @hidden */
  79041. _markAsDirtyAndCompose(): void;
  79042. private _markAsDirtyAndDecompose;
  79043. /**
  79044. * Translate the bone in local or world space
  79045. * @param vec The amount to translate the bone
  79046. * @param space The space that the translation is in
  79047. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79048. */
  79049. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79050. /**
  79051. * Set the postion of the bone in local or world space
  79052. * @param position The position to set the bone
  79053. * @param space The space that the position is in
  79054. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79055. */
  79056. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79057. /**
  79058. * Set the absolute position of the bone (world space)
  79059. * @param position The position to set the bone
  79060. * @param mesh The mesh that this bone is attached to
  79061. */
  79062. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  79063. /**
  79064. * Scale the bone on the x, y and z axes (in local space)
  79065. * @param x The amount to scale the bone on the x axis
  79066. * @param y The amount to scale the bone on the y axis
  79067. * @param z The amount to scale the bone on the z axis
  79068. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  79069. */
  79070. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  79071. /**
  79072. * Set the bone scaling in local space
  79073. * @param scale defines the scaling vector
  79074. */
  79075. setScale(scale: Vector3): void;
  79076. /**
  79077. * Gets the current scaling in local space
  79078. * @returns the current scaling vector
  79079. */
  79080. getScale(): Vector3;
  79081. /**
  79082. * Gets the current scaling in local space and stores it in a target vector
  79083. * @param result defines the target vector
  79084. */
  79085. getScaleToRef(result: Vector3): void;
  79086. /**
  79087. * Set the yaw, pitch, and roll of the bone in local or world space
  79088. * @param yaw The rotation of the bone on the y axis
  79089. * @param pitch The rotation of the bone on the x axis
  79090. * @param roll The rotation of the bone on the z axis
  79091. * @param space The space that the axes of rotation are in
  79092. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79093. */
  79094. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  79095. /**
  79096. * Add a rotation to the bone on an axis in local or world space
  79097. * @param axis The axis to rotate the bone on
  79098. * @param amount The amount to rotate the bone
  79099. * @param space The space that the axis is in
  79100. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79101. */
  79102. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  79103. /**
  79104. * Set the rotation of the bone to a particular axis angle in local or world space
  79105. * @param axis The axis to rotate the bone on
  79106. * @param angle The angle that the bone should be rotated to
  79107. * @param space The space that the axis is in
  79108. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79109. */
  79110. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  79111. /**
  79112. * Set the euler rotation of the bone in local of world space
  79113. * @param rotation The euler rotation that the bone should be set to
  79114. * @param space The space that the rotation is in
  79115. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79116. */
  79117. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79118. /**
  79119. * Set the quaternion rotation of the bone in local of world space
  79120. * @param quat The quaternion rotation that the bone should be set to
  79121. * @param space The space that the rotation is in
  79122. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79123. */
  79124. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  79125. /**
  79126. * Set the rotation matrix of the bone in local of world space
  79127. * @param rotMat The rotation matrix that the bone should be set to
  79128. * @param space The space that the rotation is in
  79129. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79130. */
  79131. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  79132. private _rotateWithMatrix;
  79133. private _getNegativeRotationToRef;
  79134. /**
  79135. * Get the position of the bone in local or world space
  79136. * @param space The space that the returned position is in
  79137. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79138. * @returns The position of the bone
  79139. */
  79140. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  79141. /**
  79142. * Copy the position of the bone to a vector3 in local or world space
  79143. * @param space The space that the returned position is in
  79144. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79145. * @param result The vector3 to copy the position to
  79146. */
  79147. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  79148. /**
  79149. * Get the absolute position of the bone (world space)
  79150. * @param mesh The mesh that this bone is attached to
  79151. * @returns The absolute position of the bone
  79152. */
  79153. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  79154. /**
  79155. * Copy the absolute position of the bone (world space) to the result param
  79156. * @param mesh The mesh that this bone is attached to
  79157. * @param result The vector3 to copy the absolute position to
  79158. */
  79159. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  79160. /**
  79161. * Compute the absolute transforms of this bone and its children
  79162. */
  79163. computeAbsoluteTransforms(): void;
  79164. /**
  79165. * Get the world direction from an axis that is in the local space of the bone
  79166. * @param localAxis The local direction that is used to compute the world direction
  79167. * @param mesh The mesh that this bone is attached to
  79168. * @returns The world direction
  79169. */
  79170. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79171. /**
  79172. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  79173. * @param localAxis The local direction that is used to compute the world direction
  79174. * @param mesh The mesh that this bone is attached to
  79175. * @param result The vector3 that the world direction will be copied to
  79176. */
  79177. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79178. /**
  79179. * Get the euler rotation of the bone in local or world space
  79180. * @param space The space that the rotation should be in
  79181. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79182. * @returns The euler rotation
  79183. */
  79184. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  79185. /**
  79186. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  79187. * @param space The space that the rotation should be in
  79188. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79189. * @param result The vector3 that the rotation should be copied to
  79190. */
  79191. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79192. /**
  79193. * Get the quaternion rotation of the bone in either local or world space
  79194. * @param space The space that the rotation should be in
  79195. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79196. * @returns The quaternion rotation
  79197. */
  79198. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  79199. /**
  79200. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  79201. * @param space The space that the rotation should be in
  79202. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79203. * @param result The quaternion that the rotation should be copied to
  79204. */
  79205. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  79206. /**
  79207. * Get the rotation matrix of the bone in local or world space
  79208. * @param space The space that the rotation should be in
  79209. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79210. * @returns The rotation matrix
  79211. */
  79212. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  79213. /**
  79214. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  79215. * @param space The space that the rotation should be in
  79216. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79217. * @param result The quaternion that the rotation should be copied to
  79218. */
  79219. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  79220. /**
  79221. * Get the world position of a point that is in the local space of the bone
  79222. * @param position The local position
  79223. * @param mesh The mesh that this bone is attached to
  79224. * @returns The world position
  79225. */
  79226. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79227. /**
  79228. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  79229. * @param position The local position
  79230. * @param mesh The mesh that this bone is attached to
  79231. * @param result The vector3 that the world position should be copied to
  79232. */
  79233. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79234. /**
  79235. * Get the local position of a point that is in world space
  79236. * @param position The world position
  79237. * @param mesh The mesh that this bone is attached to
  79238. * @returns The local position
  79239. */
  79240. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79241. /**
  79242. * Get the local position of a point that is in world space and copy it to the result param
  79243. * @param position The world position
  79244. * @param mesh The mesh that this bone is attached to
  79245. * @param result The vector3 that the local position should be copied to
  79246. */
  79247. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79248. }
  79249. }
  79250. declare module BABYLON {
  79251. /**
  79252. * 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.
  79253. * @see https://doc.babylonjs.com/how_to/transformnode
  79254. */
  79255. export class TransformNode extends Node {
  79256. /**
  79257. * Object will not rotate to face the camera
  79258. */
  79259. static BILLBOARDMODE_NONE: number;
  79260. /**
  79261. * Object will rotate to face the camera but only on the x axis
  79262. */
  79263. static BILLBOARDMODE_X: number;
  79264. /**
  79265. * Object will rotate to face the camera but only on the y axis
  79266. */
  79267. static BILLBOARDMODE_Y: number;
  79268. /**
  79269. * Object will rotate to face the camera but only on the z axis
  79270. */
  79271. static BILLBOARDMODE_Z: number;
  79272. /**
  79273. * Object will rotate to face the camera
  79274. */
  79275. static BILLBOARDMODE_ALL: number;
  79276. /**
  79277. * Object will rotate to face the camera's position instead of orientation
  79278. */
  79279. static BILLBOARDMODE_USE_POSITION: number;
  79280. private _forward;
  79281. private _forwardInverted;
  79282. private _up;
  79283. private _right;
  79284. private _rightInverted;
  79285. private _position;
  79286. private _rotation;
  79287. private _rotationQuaternion;
  79288. protected _scaling: Vector3;
  79289. protected _isDirty: boolean;
  79290. private _transformToBoneReferal;
  79291. private _isAbsoluteSynced;
  79292. private _billboardMode;
  79293. /**
  79294. * Gets or sets the billboard mode. Default is 0.
  79295. *
  79296. * | Value | Type | Description |
  79297. * | --- | --- | --- |
  79298. * | 0 | BILLBOARDMODE_NONE | |
  79299. * | 1 | BILLBOARDMODE_X | |
  79300. * | 2 | BILLBOARDMODE_Y | |
  79301. * | 4 | BILLBOARDMODE_Z | |
  79302. * | 7 | BILLBOARDMODE_ALL | |
  79303. *
  79304. */
  79305. billboardMode: number;
  79306. private _preserveParentRotationForBillboard;
  79307. /**
  79308. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  79309. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  79310. */
  79311. preserveParentRotationForBillboard: boolean;
  79312. /**
  79313. * 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
  79314. */
  79315. scalingDeterminant: number;
  79316. private _infiniteDistance;
  79317. /**
  79318. * Gets or sets the distance of the object to max, often used by skybox
  79319. */
  79320. infiniteDistance: boolean;
  79321. /**
  79322. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  79323. * By default the system will update normals to compensate
  79324. */
  79325. ignoreNonUniformScaling: boolean;
  79326. /**
  79327. * 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
  79328. */
  79329. reIntegrateRotationIntoRotationQuaternion: boolean;
  79330. /** @hidden */
  79331. _poseMatrix: Nullable<Matrix>;
  79332. /** @hidden */
  79333. _localMatrix: Matrix;
  79334. private _usePivotMatrix;
  79335. private _absolutePosition;
  79336. private _absoluteScaling;
  79337. private _absoluteRotationQuaternion;
  79338. private _pivotMatrix;
  79339. private _pivotMatrixInverse;
  79340. protected _postMultiplyPivotMatrix: boolean;
  79341. protected _isWorldMatrixFrozen: boolean;
  79342. /** @hidden */
  79343. _indexInSceneTransformNodesArray: number;
  79344. /**
  79345. * An event triggered after the world matrix is updated
  79346. */
  79347. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  79348. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  79349. /**
  79350. * Gets a string identifying the name of the class
  79351. * @returns "TransformNode" string
  79352. */
  79353. getClassName(): string;
  79354. /**
  79355. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  79356. */
  79357. position: Vector3;
  79358. /**
  79359. * 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)).
  79360. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  79361. */
  79362. rotation: Vector3;
  79363. /**
  79364. * 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)).
  79365. */
  79366. scaling: Vector3;
  79367. /**
  79368. * 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).
  79369. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  79370. */
  79371. rotationQuaternion: Nullable<Quaternion>;
  79372. /**
  79373. * The forward direction of that transform in world space.
  79374. */
  79375. readonly forward: Vector3;
  79376. /**
  79377. * The up direction of that transform in world space.
  79378. */
  79379. readonly up: Vector3;
  79380. /**
  79381. * The right direction of that transform in world space.
  79382. */
  79383. readonly right: Vector3;
  79384. /**
  79385. * Copies the parameter passed Matrix into the mesh Pose matrix.
  79386. * @param matrix the matrix to copy the pose from
  79387. * @returns this TransformNode.
  79388. */
  79389. updatePoseMatrix(matrix: Matrix): TransformNode;
  79390. /**
  79391. * Returns the mesh Pose matrix.
  79392. * @returns the pose matrix
  79393. */
  79394. getPoseMatrix(): Matrix;
  79395. /** @hidden */
  79396. _isSynchronized(): boolean;
  79397. /** @hidden */
  79398. _initCache(): void;
  79399. /**
  79400. * Flag the transform node as dirty (Forcing it to update everything)
  79401. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  79402. * @returns this transform node
  79403. */
  79404. markAsDirty(property: string): TransformNode;
  79405. /**
  79406. * Returns the current mesh absolute position.
  79407. * Returns a Vector3.
  79408. */
  79409. readonly absolutePosition: Vector3;
  79410. /**
  79411. * Returns the current mesh absolute scaling.
  79412. * Returns a Vector3.
  79413. */
  79414. readonly absoluteScaling: Vector3;
  79415. /**
  79416. * Returns the current mesh absolute rotation.
  79417. * Returns a Quaternion.
  79418. */
  79419. readonly absoluteRotationQuaternion: Quaternion;
  79420. /**
  79421. * Sets a new matrix to apply before all other transformation
  79422. * @param matrix defines the transform matrix
  79423. * @returns the current TransformNode
  79424. */
  79425. setPreTransformMatrix(matrix: Matrix): TransformNode;
  79426. /**
  79427. * Sets a new pivot matrix to the current node
  79428. * @param matrix defines the new pivot matrix to use
  79429. * @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
  79430. * @returns the current TransformNode
  79431. */
  79432. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  79433. /**
  79434. * Returns the mesh pivot matrix.
  79435. * Default : Identity.
  79436. * @returns the matrix
  79437. */
  79438. getPivotMatrix(): Matrix;
  79439. /**
  79440. * Instantiate (when possible) or clone that node with its hierarchy
  79441. * @param newParent defines the new parent to use for the instance (or clone)
  79442. * @returns an instance (or a clone) of the current node with its hiearchy
  79443. */
  79444. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  79445. /**
  79446. * Prevents the World matrix to be computed any longer
  79447. * @param newWorldMatrix defines an optional matrix to use as world matrix
  79448. * @returns the TransformNode.
  79449. */
  79450. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  79451. /**
  79452. * Allows back the World matrix computation.
  79453. * @returns the TransformNode.
  79454. */
  79455. unfreezeWorldMatrix(): this;
  79456. /**
  79457. * True if the World matrix has been frozen.
  79458. */
  79459. readonly isWorldMatrixFrozen: boolean;
  79460. /**
  79461. * Retuns the mesh absolute position in the World.
  79462. * @returns a Vector3.
  79463. */
  79464. getAbsolutePosition(): Vector3;
  79465. /**
  79466. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  79467. * @param absolutePosition the absolute position to set
  79468. * @returns the TransformNode.
  79469. */
  79470. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  79471. /**
  79472. * Sets the mesh position in its local space.
  79473. * @param vector3 the position to set in localspace
  79474. * @returns the TransformNode.
  79475. */
  79476. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  79477. /**
  79478. * Returns the mesh position in the local space from the current World matrix values.
  79479. * @returns a new Vector3.
  79480. */
  79481. getPositionExpressedInLocalSpace(): Vector3;
  79482. /**
  79483. * Translates the mesh along the passed Vector3 in its local space.
  79484. * @param vector3 the distance to translate in localspace
  79485. * @returns the TransformNode.
  79486. */
  79487. locallyTranslate(vector3: Vector3): TransformNode;
  79488. private static _lookAtVectorCache;
  79489. /**
  79490. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  79491. * @param targetPoint the position (must be in same space as current mesh) to look at
  79492. * @param yawCor optional yaw (y-axis) correction in radians
  79493. * @param pitchCor optional pitch (x-axis) correction in radians
  79494. * @param rollCor optional roll (z-axis) correction in radians
  79495. * @param space the choosen space of the target
  79496. * @returns the TransformNode.
  79497. */
  79498. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  79499. /**
  79500. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  79501. * This Vector3 is expressed in the World space.
  79502. * @param localAxis axis to rotate
  79503. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  79504. */
  79505. getDirection(localAxis: Vector3): Vector3;
  79506. /**
  79507. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  79508. * localAxis is expressed in the mesh local space.
  79509. * result is computed in the Wordl space from the mesh World matrix.
  79510. * @param localAxis axis to rotate
  79511. * @param result the resulting transformnode
  79512. * @returns this TransformNode.
  79513. */
  79514. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  79515. /**
  79516. * Sets this transform node rotation to the given local axis.
  79517. * @param localAxis the axis in local space
  79518. * @param yawCor optional yaw (y-axis) correction in radians
  79519. * @param pitchCor optional pitch (x-axis) correction in radians
  79520. * @param rollCor optional roll (z-axis) correction in radians
  79521. * @returns this TransformNode
  79522. */
  79523. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  79524. /**
  79525. * Sets a new pivot point to the current node
  79526. * @param point defines the new pivot point to use
  79527. * @param space defines if the point is in world or local space (local by default)
  79528. * @returns the current TransformNode
  79529. */
  79530. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  79531. /**
  79532. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  79533. * @returns the pivot point
  79534. */
  79535. getPivotPoint(): Vector3;
  79536. /**
  79537. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  79538. * @param result the vector3 to store the result
  79539. * @returns this TransformNode.
  79540. */
  79541. getPivotPointToRef(result: Vector3): TransformNode;
  79542. /**
  79543. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  79544. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  79545. */
  79546. getAbsolutePivotPoint(): Vector3;
  79547. /**
  79548. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  79549. * @param result vector3 to store the result
  79550. * @returns this TransformNode.
  79551. */
  79552. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  79553. /**
  79554. * Defines the passed node as the parent of the current node.
  79555. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  79556. * @see https://doc.babylonjs.com/how_to/parenting
  79557. * @param node the node ot set as the parent
  79558. * @returns this TransformNode.
  79559. */
  79560. setParent(node: Nullable<Node>): TransformNode;
  79561. private _nonUniformScaling;
  79562. /**
  79563. * True if the scaling property of this object is non uniform eg. (1,2,1)
  79564. */
  79565. readonly nonUniformScaling: boolean;
  79566. /** @hidden */
  79567. _updateNonUniformScalingState(value: boolean): boolean;
  79568. /**
  79569. * Attach the current TransformNode to another TransformNode associated with a bone
  79570. * @param bone Bone affecting the TransformNode
  79571. * @param affectedTransformNode TransformNode associated with the bone
  79572. * @returns this object
  79573. */
  79574. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  79575. /**
  79576. * Detach the transform node if its associated with a bone
  79577. * @returns this object
  79578. */
  79579. detachFromBone(): TransformNode;
  79580. private static _rotationAxisCache;
  79581. /**
  79582. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  79583. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  79584. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  79585. * The passed axis is also normalized.
  79586. * @param axis the axis to rotate around
  79587. * @param amount the amount to rotate in radians
  79588. * @param space Space to rotate in (Default: local)
  79589. * @returns the TransformNode.
  79590. */
  79591. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  79592. /**
  79593. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  79594. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  79595. * The passed axis is also normalized. .
  79596. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  79597. * @param point the point to rotate around
  79598. * @param axis the axis to rotate around
  79599. * @param amount the amount to rotate in radians
  79600. * @returns the TransformNode
  79601. */
  79602. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  79603. /**
  79604. * Translates the mesh along the axis vector for the passed distance in the given space.
  79605. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  79606. * @param axis the axis to translate in
  79607. * @param distance the distance to translate
  79608. * @param space Space to rotate in (Default: local)
  79609. * @returns the TransformNode.
  79610. */
  79611. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  79612. /**
  79613. * Adds a rotation step to the mesh current rotation.
  79614. * x, y, z are Euler angles expressed in radians.
  79615. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  79616. * This means this rotation is made in the mesh local space only.
  79617. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  79618. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  79619. * ```javascript
  79620. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  79621. * ```
  79622. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  79623. * 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.
  79624. * @param x Rotation to add
  79625. * @param y Rotation to add
  79626. * @param z Rotation to add
  79627. * @returns the TransformNode.
  79628. */
  79629. addRotation(x: number, y: number, z: number): TransformNode;
  79630. /**
  79631. * @hidden
  79632. */
  79633. protected _getEffectiveParent(): Nullable<Node>;
  79634. /**
  79635. * Computes the world matrix of the node
  79636. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  79637. * @returns the world matrix
  79638. */
  79639. computeWorldMatrix(force?: boolean): Matrix;
  79640. protected _afterComputeWorldMatrix(): void;
  79641. /**
  79642. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  79643. * @param func callback function to add
  79644. *
  79645. * @returns the TransformNode.
  79646. */
  79647. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  79648. /**
  79649. * Removes a registered callback function.
  79650. * @param func callback function to remove
  79651. * @returns the TransformNode.
  79652. */
  79653. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  79654. /**
  79655. * Gets the position of the current mesh in camera space
  79656. * @param camera defines the camera to use
  79657. * @returns a position
  79658. */
  79659. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  79660. /**
  79661. * Returns the distance from the mesh to the active camera
  79662. * @param camera defines the camera to use
  79663. * @returns the distance
  79664. */
  79665. getDistanceToCamera(camera?: Nullable<Camera>): number;
  79666. /**
  79667. * Clone the current transform node
  79668. * @param name Name of the new clone
  79669. * @param newParent New parent for the clone
  79670. * @param doNotCloneChildren Do not clone children hierarchy
  79671. * @returns the new transform node
  79672. */
  79673. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  79674. /**
  79675. * Serializes the objects information.
  79676. * @param currentSerializationObject defines the object to serialize in
  79677. * @returns the serialized object
  79678. */
  79679. serialize(currentSerializationObject?: any): any;
  79680. /**
  79681. * Returns a new TransformNode object parsed from the source provided.
  79682. * @param parsedTransformNode is the source.
  79683. * @param scene the scne the object belongs to
  79684. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  79685. * @returns a new TransformNode object parsed from the source provided.
  79686. */
  79687. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  79688. /**
  79689. * Get all child-transformNodes of this node
  79690. * @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
  79691. * @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
  79692. * @returns an array of TransformNode
  79693. */
  79694. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  79695. /**
  79696. * Releases resources associated with this transform node.
  79697. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  79698. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  79699. */
  79700. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  79701. /**
  79702. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  79703. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  79704. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  79705. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  79706. * @returns the current mesh
  79707. */
  79708. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  79709. private _syncAbsoluteScalingAndRotation;
  79710. }
  79711. }
  79712. declare module BABYLON {
  79713. /**
  79714. * Defines the types of pose enabled controllers that are supported
  79715. */
  79716. export enum PoseEnabledControllerType {
  79717. /**
  79718. * HTC Vive
  79719. */
  79720. VIVE = 0,
  79721. /**
  79722. * Oculus Rift
  79723. */
  79724. OCULUS = 1,
  79725. /**
  79726. * Windows mixed reality
  79727. */
  79728. WINDOWS = 2,
  79729. /**
  79730. * Samsung gear VR
  79731. */
  79732. GEAR_VR = 3,
  79733. /**
  79734. * Google Daydream
  79735. */
  79736. DAYDREAM = 4,
  79737. /**
  79738. * Generic
  79739. */
  79740. GENERIC = 5
  79741. }
  79742. /**
  79743. * Defines the MutableGamepadButton interface for the state of a gamepad button
  79744. */
  79745. export interface MutableGamepadButton {
  79746. /**
  79747. * Value of the button/trigger
  79748. */
  79749. value: number;
  79750. /**
  79751. * If the button/trigger is currently touched
  79752. */
  79753. touched: boolean;
  79754. /**
  79755. * If the button/trigger is currently pressed
  79756. */
  79757. pressed: boolean;
  79758. }
  79759. /**
  79760. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  79761. * @hidden
  79762. */
  79763. export interface ExtendedGamepadButton extends GamepadButton {
  79764. /**
  79765. * If the button/trigger is currently pressed
  79766. */
  79767. readonly pressed: boolean;
  79768. /**
  79769. * If the button/trigger is currently touched
  79770. */
  79771. readonly touched: boolean;
  79772. /**
  79773. * Value of the button/trigger
  79774. */
  79775. readonly value: number;
  79776. }
  79777. /** @hidden */
  79778. export interface _GamePadFactory {
  79779. /**
  79780. * Returns wether or not the current gamepad can be created for this type of controller.
  79781. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79782. * @returns true if it can be created, otherwise false
  79783. */
  79784. canCreate(gamepadInfo: any): boolean;
  79785. /**
  79786. * Creates a new instance of the Gamepad.
  79787. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79788. * @returns the new gamepad instance
  79789. */
  79790. create(gamepadInfo: any): Gamepad;
  79791. }
  79792. /**
  79793. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79794. */
  79795. export class PoseEnabledControllerHelper {
  79796. /** @hidden */
  79797. static _ControllerFactories: _GamePadFactory[];
  79798. /** @hidden */
  79799. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  79800. /**
  79801. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79802. * @param vrGamepad the gamepad to initialized
  79803. * @returns a vr controller of the type the gamepad identified as
  79804. */
  79805. static InitiateController(vrGamepad: any): Gamepad;
  79806. }
  79807. /**
  79808. * Defines the PoseEnabledController object that contains state of a vr capable controller
  79809. */
  79810. export class PoseEnabledController extends Gamepad implements PoseControlled {
  79811. /**
  79812. * If the controller is used in a webXR session
  79813. */
  79814. isXR: boolean;
  79815. private _deviceRoomPosition;
  79816. private _deviceRoomRotationQuaternion;
  79817. /**
  79818. * The device position in babylon space
  79819. */
  79820. devicePosition: Vector3;
  79821. /**
  79822. * The device rotation in babylon space
  79823. */
  79824. deviceRotationQuaternion: Quaternion;
  79825. /**
  79826. * The scale factor of the device in babylon space
  79827. */
  79828. deviceScaleFactor: number;
  79829. /**
  79830. * (Likely devicePosition should be used instead) The device position in its room space
  79831. */
  79832. position: Vector3;
  79833. /**
  79834. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  79835. */
  79836. rotationQuaternion: Quaternion;
  79837. /**
  79838. * The type of controller (Eg. Windows mixed reality)
  79839. */
  79840. controllerType: PoseEnabledControllerType;
  79841. protected _calculatedPosition: Vector3;
  79842. private _calculatedRotation;
  79843. /**
  79844. * The raw pose from the device
  79845. */
  79846. rawPose: DevicePose;
  79847. private _trackPosition;
  79848. private _maxRotationDistFromHeadset;
  79849. private _draggedRoomRotation;
  79850. /**
  79851. * @hidden
  79852. */
  79853. _disableTrackPosition(fixedPosition: Vector3): void;
  79854. /**
  79855. * Internal, the mesh attached to the controller
  79856. * @hidden
  79857. */
  79858. _mesh: Nullable<AbstractMesh>;
  79859. private _poseControlledCamera;
  79860. private _leftHandSystemQuaternion;
  79861. /**
  79862. * Internal, matrix used to convert room space to babylon space
  79863. * @hidden
  79864. */
  79865. _deviceToWorld: Matrix;
  79866. /**
  79867. * Node to be used when casting a ray from the controller
  79868. * @hidden
  79869. */
  79870. _pointingPoseNode: Nullable<TransformNode>;
  79871. /**
  79872. * Name of the child mesh that can be used to cast a ray from the controller
  79873. */
  79874. static readonly POINTING_POSE: string;
  79875. /**
  79876. * Creates a new PoseEnabledController from a gamepad
  79877. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  79878. */
  79879. constructor(browserGamepad: any);
  79880. private _workingMatrix;
  79881. /**
  79882. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  79883. */
  79884. update(): void;
  79885. /**
  79886. * Updates only the pose device and mesh without doing any button event checking
  79887. */
  79888. protected _updatePoseAndMesh(): void;
  79889. /**
  79890. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  79891. * @param poseData raw pose fromthe device
  79892. */
  79893. updateFromDevice(poseData: DevicePose): void;
  79894. /**
  79895. * @hidden
  79896. */
  79897. _meshAttachedObservable: Observable<AbstractMesh>;
  79898. /**
  79899. * Attaches a mesh to the controller
  79900. * @param mesh the mesh to be attached
  79901. */
  79902. attachToMesh(mesh: AbstractMesh): void;
  79903. /**
  79904. * Attaches the controllers mesh to a camera
  79905. * @param camera the camera the mesh should be attached to
  79906. */
  79907. attachToPoseControlledCamera(camera: TargetCamera): void;
  79908. /**
  79909. * Disposes of the controller
  79910. */
  79911. dispose(): void;
  79912. /**
  79913. * The mesh that is attached to the controller
  79914. */
  79915. readonly mesh: Nullable<AbstractMesh>;
  79916. /**
  79917. * Gets the ray of the controller in the direction the controller is pointing
  79918. * @param length the length the resulting ray should be
  79919. * @returns a ray in the direction the controller is pointing
  79920. */
  79921. getForwardRay(length?: number): Ray;
  79922. }
  79923. }
  79924. declare module BABYLON {
  79925. /**
  79926. * Defines the WebVRController object that represents controllers tracked in 3D space
  79927. */
  79928. export abstract class WebVRController extends PoseEnabledController {
  79929. /**
  79930. * Internal, the default controller model for the controller
  79931. */
  79932. protected _defaultModel: AbstractMesh;
  79933. /**
  79934. * Fired when the trigger state has changed
  79935. */
  79936. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  79937. /**
  79938. * Fired when the main button state has changed
  79939. */
  79940. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  79941. /**
  79942. * Fired when the secondary button state has changed
  79943. */
  79944. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  79945. /**
  79946. * Fired when the pad state has changed
  79947. */
  79948. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  79949. /**
  79950. * Fired when controllers stick values have changed
  79951. */
  79952. onPadValuesChangedObservable: Observable<StickValues>;
  79953. /**
  79954. * Array of button availible on the controller
  79955. */
  79956. protected _buttons: Array<MutableGamepadButton>;
  79957. private _onButtonStateChange;
  79958. /**
  79959. * Fired when a controller button's state has changed
  79960. * @param callback the callback containing the button that was modified
  79961. */
  79962. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  79963. /**
  79964. * X and Y axis corresponding to the controllers joystick
  79965. */
  79966. pad: StickValues;
  79967. /**
  79968. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  79969. */
  79970. hand: string;
  79971. /**
  79972. * The default controller model for the controller
  79973. */
  79974. readonly defaultModel: AbstractMesh;
  79975. /**
  79976. * Creates a new WebVRController from a gamepad
  79977. * @param vrGamepad the gamepad that the WebVRController should be created from
  79978. */
  79979. constructor(vrGamepad: any);
  79980. /**
  79981. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  79982. */
  79983. update(): void;
  79984. /**
  79985. * Function to be called when a button is modified
  79986. */
  79987. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  79988. /**
  79989. * Loads a mesh and attaches it to the controller
  79990. * @param scene the scene the mesh should be added to
  79991. * @param meshLoaded callback for when the mesh has been loaded
  79992. */
  79993. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  79994. private _setButtonValue;
  79995. private _changes;
  79996. private _checkChanges;
  79997. /**
  79998. * Disposes of th webVRCOntroller
  79999. */
  80000. dispose(): void;
  80001. }
  80002. }
  80003. declare module BABYLON {
  80004. /**
  80005. * The HemisphericLight simulates the ambient environment light,
  80006. * so the passed direction is the light reflection direction, not the incoming direction.
  80007. */
  80008. export class HemisphericLight extends Light {
  80009. /**
  80010. * The groundColor is the light in the opposite direction to the one specified during creation.
  80011. * 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.
  80012. */
  80013. groundColor: Color3;
  80014. /**
  80015. * The light reflection direction, not the incoming direction.
  80016. */
  80017. direction: Vector3;
  80018. /**
  80019. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  80020. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  80021. * The HemisphericLight can't cast shadows.
  80022. * Documentation : https://doc.babylonjs.com/babylon101/lights
  80023. * @param name The friendly name of the light
  80024. * @param direction The direction of the light reflection
  80025. * @param scene The scene the light belongs to
  80026. */
  80027. constructor(name: string, direction: Vector3, scene: Scene);
  80028. protected _buildUniformLayout(): void;
  80029. /**
  80030. * Returns the string "HemisphericLight".
  80031. * @return The class name
  80032. */
  80033. getClassName(): string;
  80034. /**
  80035. * Sets the HemisphericLight direction towards the passed target (Vector3).
  80036. * Returns the updated direction.
  80037. * @param target The target the direction should point to
  80038. * @return The computed direction
  80039. */
  80040. setDirectionToTarget(target: Vector3): Vector3;
  80041. /**
  80042. * Returns the shadow generator associated to the light.
  80043. * @returns Always null for hemispheric lights because it does not support shadows.
  80044. */
  80045. getShadowGenerator(): Nullable<IShadowGenerator>;
  80046. /**
  80047. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  80048. * @param effect The effect to update
  80049. * @param lightIndex The index of the light in the effect to update
  80050. * @returns The hemispheric light
  80051. */
  80052. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  80053. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  80054. /**
  80055. * Computes the world matrix of the node
  80056. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  80057. * @param useWasUpdatedFlag defines a reserved property
  80058. * @returns the world matrix
  80059. */
  80060. computeWorldMatrix(): Matrix;
  80061. /**
  80062. * Returns the integer 3.
  80063. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  80064. */
  80065. getTypeID(): number;
  80066. /**
  80067. * Prepares the list of defines specific to the light type.
  80068. * @param defines the list of defines
  80069. * @param lightIndex defines the index of the light for the effect
  80070. */
  80071. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  80072. }
  80073. }
  80074. declare module BABYLON {
  80075. /** @hidden */
  80076. export var vrMultiviewToSingleviewPixelShader: {
  80077. name: string;
  80078. shader: string;
  80079. };
  80080. }
  80081. declare module BABYLON {
  80082. /**
  80083. * Renders to multiple views with a single draw call
  80084. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  80085. */
  80086. export class MultiviewRenderTarget extends RenderTargetTexture {
  80087. /**
  80088. * Creates a multiview render target
  80089. * @param scene scene used with the render target
  80090. * @param size the size of the render target (used for each view)
  80091. */
  80092. constructor(scene: Scene, size?: number | {
  80093. width: number;
  80094. height: number;
  80095. } | {
  80096. ratio: number;
  80097. });
  80098. /**
  80099. * @hidden
  80100. * @param faceIndex the face index, if its a cube texture
  80101. */
  80102. _bindFrameBuffer(faceIndex?: number): void;
  80103. /**
  80104. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  80105. * @returns the view count
  80106. */
  80107. getViewCount(): number;
  80108. }
  80109. }
  80110. declare module BABYLON {
  80111. /**
  80112. * Reprasents a camera frustum
  80113. */
  80114. export class Frustum {
  80115. /**
  80116. * Gets the planes representing the frustum
  80117. * @param transform matrix to be applied to the returned planes
  80118. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  80119. */
  80120. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  80121. /**
  80122. * Gets the near frustum plane transformed by the transform matrix
  80123. * @param transform transformation matrix to be applied to the resulting frustum plane
  80124. * @param frustumPlane the resuling frustum plane
  80125. */
  80126. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80127. /**
  80128. * Gets the far frustum plane transformed by the transform matrix
  80129. * @param transform transformation matrix to be applied to the resulting frustum plane
  80130. * @param frustumPlane the resuling frustum plane
  80131. */
  80132. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80133. /**
  80134. * Gets the left frustum plane transformed by the transform matrix
  80135. * @param transform transformation matrix to be applied to the resulting frustum plane
  80136. * @param frustumPlane the resuling frustum plane
  80137. */
  80138. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80139. /**
  80140. * Gets the right frustum plane transformed by the transform matrix
  80141. * @param transform transformation matrix to be applied to the resulting frustum plane
  80142. * @param frustumPlane the resuling frustum plane
  80143. */
  80144. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80145. /**
  80146. * Gets the top frustum plane transformed by the transform matrix
  80147. * @param transform transformation matrix to be applied to the resulting frustum plane
  80148. * @param frustumPlane the resuling frustum plane
  80149. */
  80150. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80151. /**
  80152. * Gets the bottom frustum plane transformed by the transform matrix
  80153. * @param transform transformation matrix to be applied to the resulting frustum plane
  80154. * @param frustumPlane the resuling frustum plane
  80155. */
  80156. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80157. /**
  80158. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  80159. * @param transform transformation matrix to be applied to the resulting frustum planes
  80160. * @param frustumPlanes the resuling frustum planes
  80161. */
  80162. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  80163. }
  80164. }
  80165. declare module BABYLON {
  80166. interface Engine {
  80167. /**
  80168. * Creates a new multiview render target
  80169. * @param width defines the width of the texture
  80170. * @param height defines the height of the texture
  80171. * @returns the created multiview texture
  80172. */
  80173. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  80174. /**
  80175. * Binds a multiview framebuffer to be drawn to
  80176. * @param multiviewTexture texture to bind
  80177. */
  80178. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  80179. }
  80180. interface Camera {
  80181. /**
  80182. * @hidden
  80183. * 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)
  80184. */
  80185. _useMultiviewToSingleView: boolean;
  80186. /**
  80187. * @hidden
  80188. * 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)
  80189. */
  80190. _multiviewTexture: Nullable<RenderTargetTexture>;
  80191. /**
  80192. * @hidden
  80193. * ensures the multiview texture of the camera exists and has the specified width/height
  80194. * @param width height to set on the multiview texture
  80195. * @param height width to set on the multiview texture
  80196. */
  80197. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  80198. }
  80199. interface Scene {
  80200. /** @hidden */
  80201. _transformMatrixR: Matrix;
  80202. /** @hidden */
  80203. _multiviewSceneUbo: Nullable<UniformBuffer>;
  80204. /** @hidden */
  80205. _createMultiviewUbo(): void;
  80206. /** @hidden */
  80207. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  80208. /** @hidden */
  80209. _renderMultiviewToSingleView(camera: Camera): void;
  80210. }
  80211. }
  80212. declare module BABYLON {
  80213. /**
  80214. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  80215. * This will not be used for webXR as it supports displaying texture arrays directly
  80216. */
  80217. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  80218. /**
  80219. * Initializes a VRMultiviewToSingleview
  80220. * @param name name of the post process
  80221. * @param camera camera to be applied to
  80222. * @param scaleFactor scaling factor to the size of the output texture
  80223. */
  80224. constructor(name: string, camera: Camera, scaleFactor: number);
  80225. }
  80226. }
  80227. declare module BABYLON {
  80228. interface Engine {
  80229. /** @hidden */
  80230. _vrDisplay: any;
  80231. /** @hidden */
  80232. _vrSupported: boolean;
  80233. /** @hidden */
  80234. _oldSize: Size;
  80235. /** @hidden */
  80236. _oldHardwareScaleFactor: number;
  80237. /** @hidden */
  80238. _vrExclusivePointerMode: boolean;
  80239. /** @hidden */
  80240. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  80241. /** @hidden */
  80242. _onVRDisplayPointerRestricted: () => void;
  80243. /** @hidden */
  80244. _onVRDisplayPointerUnrestricted: () => void;
  80245. /** @hidden */
  80246. _onVrDisplayConnect: Nullable<(display: any) => void>;
  80247. /** @hidden */
  80248. _onVrDisplayDisconnect: Nullable<() => void>;
  80249. /** @hidden */
  80250. _onVrDisplayPresentChange: Nullable<() => void>;
  80251. /**
  80252. * Observable signaled when VR display mode changes
  80253. */
  80254. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  80255. /**
  80256. * Observable signaled when VR request present is complete
  80257. */
  80258. onVRRequestPresentComplete: Observable<boolean>;
  80259. /**
  80260. * Observable signaled when VR request present starts
  80261. */
  80262. onVRRequestPresentStart: Observable<Engine>;
  80263. /**
  80264. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  80265. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  80266. */
  80267. isInVRExclusivePointerMode: boolean;
  80268. /**
  80269. * Gets a boolean indicating if a webVR device was detected
  80270. * @returns true if a webVR device was detected
  80271. */
  80272. isVRDevicePresent(): boolean;
  80273. /**
  80274. * Gets the current webVR device
  80275. * @returns the current webVR device (or null)
  80276. */
  80277. getVRDevice(): any;
  80278. /**
  80279. * Initializes a webVR display and starts listening to display change events
  80280. * The onVRDisplayChangedObservable will be notified upon these changes
  80281. * @returns A promise containing a VRDisplay and if vr is supported
  80282. */
  80283. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  80284. /** @hidden */
  80285. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  80286. /**
  80287. * Call this function to switch to webVR mode
  80288. * Will do nothing if webVR is not supported or if there is no webVR device
  80289. * @see http://doc.babylonjs.com/how_to/webvr_camera
  80290. */
  80291. enableVR(): void;
  80292. /** @hidden */
  80293. _onVRFullScreenTriggered(): void;
  80294. }
  80295. }
  80296. declare module BABYLON {
  80297. /**
  80298. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  80299. * IMPORTANT!! The data is right-hand data.
  80300. * @export
  80301. * @interface DevicePose
  80302. */
  80303. export interface DevicePose {
  80304. /**
  80305. * The position of the device, values in array are [x,y,z].
  80306. */
  80307. readonly position: Nullable<Float32Array>;
  80308. /**
  80309. * The linearVelocity of the device, values in array are [x,y,z].
  80310. */
  80311. readonly linearVelocity: Nullable<Float32Array>;
  80312. /**
  80313. * The linearAcceleration of the device, values in array are [x,y,z].
  80314. */
  80315. readonly linearAcceleration: Nullable<Float32Array>;
  80316. /**
  80317. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  80318. */
  80319. readonly orientation: Nullable<Float32Array>;
  80320. /**
  80321. * The angularVelocity of the device, values in array are [x,y,z].
  80322. */
  80323. readonly angularVelocity: Nullable<Float32Array>;
  80324. /**
  80325. * The angularAcceleration of the device, values in array are [x,y,z].
  80326. */
  80327. readonly angularAcceleration: Nullable<Float32Array>;
  80328. }
  80329. /**
  80330. * Interface representing a pose controlled object in Babylon.
  80331. * A pose controlled object has both regular pose values as well as pose values
  80332. * from an external device such as a VR head mounted display
  80333. */
  80334. export interface PoseControlled {
  80335. /**
  80336. * The position of the object in babylon space.
  80337. */
  80338. position: Vector3;
  80339. /**
  80340. * The rotation quaternion of the object in babylon space.
  80341. */
  80342. rotationQuaternion: Quaternion;
  80343. /**
  80344. * The position of the device in babylon space.
  80345. */
  80346. devicePosition?: Vector3;
  80347. /**
  80348. * The rotation quaternion of the device in babylon space.
  80349. */
  80350. deviceRotationQuaternion: Quaternion;
  80351. /**
  80352. * The raw pose coming from the device.
  80353. */
  80354. rawPose: Nullable<DevicePose>;
  80355. /**
  80356. * The scale of the device to be used when translating from device space to babylon space.
  80357. */
  80358. deviceScaleFactor: number;
  80359. /**
  80360. * Updates the poseControlled values based on the input device pose.
  80361. * @param poseData the pose data to update the object with
  80362. */
  80363. updateFromDevice(poseData: DevicePose): void;
  80364. }
  80365. /**
  80366. * Set of options to customize the webVRCamera
  80367. */
  80368. export interface WebVROptions {
  80369. /**
  80370. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  80371. */
  80372. trackPosition?: boolean;
  80373. /**
  80374. * Sets the scale of the vrDevice in babylon space. (default: 1)
  80375. */
  80376. positionScale?: number;
  80377. /**
  80378. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  80379. */
  80380. displayName?: string;
  80381. /**
  80382. * Should the native controller meshes be initialized. (default: true)
  80383. */
  80384. controllerMeshes?: boolean;
  80385. /**
  80386. * Creating a default HemiLight only on controllers. (default: true)
  80387. */
  80388. defaultLightingOnControllers?: boolean;
  80389. /**
  80390. * If you don't want to use the default VR button of the helper. (default: false)
  80391. */
  80392. useCustomVRButton?: boolean;
  80393. /**
  80394. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  80395. */
  80396. customVRButton?: HTMLButtonElement;
  80397. /**
  80398. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  80399. */
  80400. rayLength?: number;
  80401. /**
  80402. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  80403. */
  80404. defaultHeight?: number;
  80405. /**
  80406. * If multiview should be used if availible (default: false)
  80407. */
  80408. useMultiview?: boolean;
  80409. }
  80410. /**
  80411. * This represents a WebVR camera.
  80412. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  80413. * @example http://doc.babylonjs.com/how_to/webvr_camera
  80414. */
  80415. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  80416. private webVROptions;
  80417. /**
  80418. * @hidden
  80419. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  80420. */
  80421. _vrDevice: any;
  80422. /**
  80423. * The rawPose of the vrDevice.
  80424. */
  80425. rawPose: Nullable<DevicePose>;
  80426. private _onVREnabled;
  80427. private _specsVersion;
  80428. private _attached;
  80429. private _frameData;
  80430. protected _descendants: Array<Node>;
  80431. private _deviceRoomPosition;
  80432. /** @hidden */
  80433. _deviceRoomRotationQuaternion: Quaternion;
  80434. private _standingMatrix;
  80435. /**
  80436. * Represents device position in babylon space.
  80437. */
  80438. devicePosition: Vector3;
  80439. /**
  80440. * Represents device rotation in babylon space.
  80441. */
  80442. deviceRotationQuaternion: Quaternion;
  80443. /**
  80444. * The scale of the device to be used when translating from device space to babylon space.
  80445. */
  80446. deviceScaleFactor: number;
  80447. private _deviceToWorld;
  80448. private _worldToDevice;
  80449. /**
  80450. * References to the webVR controllers for the vrDevice.
  80451. */
  80452. controllers: Array<WebVRController>;
  80453. /**
  80454. * Emits an event when a controller is attached.
  80455. */
  80456. onControllersAttachedObservable: Observable<WebVRController[]>;
  80457. /**
  80458. * Emits an event when a controller's mesh has been loaded;
  80459. */
  80460. onControllerMeshLoadedObservable: Observable<WebVRController>;
  80461. /**
  80462. * Emits an event when the HMD's pose has been updated.
  80463. */
  80464. onPoseUpdatedFromDeviceObservable: Observable<any>;
  80465. private _poseSet;
  80466. /**
  80467. * If the rig cameras be used as parent instead of this camera.
  80468. */
  80469. rigParenting: boolean;
  80470. private _lightOnControllers;
  80471. private _defaultHeight?;
  80472. /**
  80473. * Instantiates a WebVRFreeCamera.
  80474. * @param name The name of the WebVRFreeCamera
  80475. * @param position The starting anchor position for the camera
  80476. * @param scene The scene the camera belongs to
  80477. * @param webVROptions a set of customizable options for the webVRCamera
  80478. */
  80479. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  80480. /**
  80481. * Gets the device distance from the ground in meters.
  80482. * @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.
  80483. */
  80484. deviceDistanceToRoomGround(): number;
  80485. /**
  80486. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  80487. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  80488. */
  80489. useStandingMatrix(callback?: (bool: boolean) => void): void;
  80490. /**
  80491. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  80492. * @returns A promise with a boolean set to if the standing matrix is supported.
  80493. */
  80494. useStandingMatrixAsync(): Promise<boolean>;
  80495. /**
  80496. * Disposes the camera
  80497. */
  80498. dispose(): void;
  80499. /**
  80500. * Gets a vrController by name.
  80501. * @param name The name of the controller to retreive
  80502. * @returns the controller matching the name specified or null if not found
  80503. */
  80504. getControllerByName(name: string): Nullable<WebVRController>;
  80505. private _leftController;
  80506. /**
  80507. * The controller corresponding to the users left hand.
  80508. */
  80509. readonly leftController: Nullable<WebVRController>;
  80510. private _rightController;
  80511. /**
  80512. * The controller corresponding to the users right hand.
  80513. */
  80514. readonly rightController: Nullable<WebVRController>;
  80515. /**
  80516. * Casts a ray forward from the vrCamera's gaze.
  80517. * @param length Length of the ray (default: 100)
  80518. * @returns the ray corresponding to the gaze
  80519. */
  80520. getForwardRay(length?: number): Ray;
  80521. /**
  80522. * @hidden
  80523. * Updates the camera based on device's frame data
  80524. */
  80525. _checkInputs(): void;
  80526. /**
  80527. * Updates the poseControlled values based on the input device pose.
  80528. * @param poseData Pose coming from the device
  80529. */
  80530. updateFromDevice(poseData: DevicePose): void;
  80531. private _htmlElementAttached;
  80532. private _detachIfAttached;
  80533. /**
  80534. * WebVR's attach control will start broadcasting frames to the device.
  80535. * Note that in certain browsers (chrome for example) this function must be called
  80536. * within a user-interaction callback. Example:
  80537. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  80538. *
  80539. * @param element html element to attach the vrDevice to
  80540. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  80541. */
  80542. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80543. /**
  80544. * Detaches the camera from the html element and disables VR
  80545. *
  80546. * @param element html element to detach from
  80547. */
  80548. detachControl(element: HTMLElement): void;
  80549. /**
  80550. * @returns the name of this class
  80551. */
  80552. getClassName(): string;
  80553. /**
  80554. * Calls resetPose on the vrDisplay
  80555. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  80556. */
  80557. resetToCurrentRotation(): void;
  80558. /**
  80559. * @hidden
  80560. * Updates the rig cameras (left and right eye)
  80561. */
  80562. _updateRigCameras(): void;
  80563. private _workingVector;
  80564. private _oneVector;
  80565. private _workingMatrix;
  80566. private updateCacheCalled;
  80567. private _correctPositionIfNotTrackPosition;
  80568. /**
  80569. * @hidden
  80570. * Updates the cached values of the camera
  80571. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  80572. */
  80573. _updateCache(ignoreParentClass?: boolean): void;
  80574. /**
  80575. * @hidden
  80576. * Get current device position in babylon world
  80577. */
  80578. _computeDevicePosition(): void;
  80579. /**
  80580. * Updates the current device position and rotation in the babylon world
  80581. */
  80582. update(): void;
  80583. /**
  80584. * @hidden
  80585. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  80586. * @returns an identity matrix
  80587. */
  80588. _getViewMatrix(): Matrix;
  80589. private _tmpMatrix;
  80590. /**
  80591. * This function is called by the two RIG cameras.
  80592. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  80593. * @hidden
  80594. */
  80595. _getWebVRViewMatrix(): Matrix;
  80596. /** @hidden */
  80597. _getWebVRProjectionMatrix(): Matrix;
  80598. private _onGamepadConnectedObserver;
  80599. private _onGamepadDisconnectedObserver;
  80600. private _updateCacheWhenTrackingDisabledObserver;
  80601. /**
  80602. * Initializes the controllers and their meshes
  80603. */
  80604. initControllers(): void;
  80605. }
  80606. }
  80607. declare module BABYLON {
  80608. /**
  80609. * Size options for a post process
  80610. */
  80611. export type PostProcessOptions = {
  80612. width: number;
  80613. height: number;
  80614. };
  80615. /**
  80616. * PostProcess can be used to apply a shader to a texture after it has been rendered
  80617. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  80618. */
  80619. export class PostProcess {
  80620. /** Name of the PostProcess. */
  80621. name: string;
  80622. /**
  80623. * Gets or sets the unique id of the post process
  80624. */
  80625. uniqueId: number;
  80626. /**
  80627. * Width of the texture to apply the post process on
  80628. */
  80629. width: number;
  80630. /**
  80631. * Height of the texture to apply the post process on
  80632. */
  80633. height: number;
  80634. /**
  80635. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  80636. * @hidden
  80637. */
  80638. _outputTexture: Nullable<InternalTexture>;
  80639. /**
  80640. * Sampling mode used by the shader
  80641. * See https://doc.babylonjs.com/classes/3.1/texture
  80642. */
  80643. renderTargetSamplingMode: number;
  80644. /**
  80645. * Clear color to use when screen clearing
  80646. */
  80647. clearColor: Color4;
  80648. /**
  80649. * If the buffer needs to be cleared before applying the post process. (default: true)
  80650. * Should be set to false if shader will overwrite all previous pixels.
  80651. */
  80652. autoClear: boolean;
  80653. /**
  80654. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  80655. */
  80656. alphaMode: number;
  80657. /**
  80658. * Sets the setAlphaBlendConstants of the babylon engine
  80659. */
  80660. alphaConstants: Color4;
  80661. /**
  80662. * Animations to be used for the post processing
  80663. */
  80664. animations: Animation[];
  80665. /**
  80666. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  80667. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  80668. */
  80669. enablePixelPerfectMode: boolean;
  80670. /**
  80671. * Force the postprocess to be applied without taking in account viewport
  80672. */
  80673. forceFullscreenViewport: boolean;
  80674. /**
  80675. * List of inspectable custom properties (used by the Inspector)
  80676. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80677. */
  80678. inspectableCustomProperties: IInspectable[];
  80679. /**
  80680. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  80681. *
  80682. * | Value | Type | Description |
  80683. * | ----- | ----------------------------------- | ----------- |
  80684. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  80685. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  80686. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  80687. *
  80688. */
  80689. scaleMode: number;
  80690. /**
  80691. * Force textures to be a power of two (default: false)
  80692. */
  80693. alwaysForcePOT: boolean;
  80694. private _samples;
  80695. /**
  80696. * Number of sample textures (default: 1)
  80697. */
  80698. samples: number;
  80699. /**
  80700. * Modify the scale of the post process to be the same as the viewport (default: false)
  80701. */
  80702. adaptScaleToCurrentViewport: boolean;
  80703. private _camera;
  80704. private _scene;
  80705. private _engine;
  80706. private _options;
  80707. private _reusable;
  80708. private _textureType;
  80709. /**
  80710. * Smart array of input and output textures for the post process.
  80711. * @hidden
  80712. */
  80713. _textures: SmartArray<InternalTexture>;
  80714. /**
  80715. * The index in _textures that corresponds to the output texture.
  80716. * @hidden
  80717. */
  80718. _currentRenderTextureInd: number;
  80719. private _effect;
  80720. private _samplers;
  80721. private _fragmentUrl;
  80722. private _vertexUrl;
  80723. private _parameters;
  80724. private _scaleRatio;
  80725. protected _indexParameters: any;
  80726. private _shareOutputWithPostProcess;
  80727. private _texelSize;
  80728. private _forcedOutputTexture;
  80729. /**
  80730. * Returns the fragment url or shader name used in the post process.
  80731. * @returns the fragment url or name in the shader store.
  80732. */
  80733. getEffectName(): string;
  80734. /**
  80735. * An event triggered when the postprocess is activated.
  80736. */
  80737. onActivateObservable: Observable<Camera>;
  80738. private _onActivateObserver;
  80739. /**
  80740. * A function that is added to the onActivateObservable
  80741. */
  80742. onActivate: Nullable<(camera: Camera) => void>;
  80743. /**
  80744. * An event triggered when the postprocess changes its size.
  80745. */
  80746. onSizeChangedObservable: Observable<PostProcess>;
  80747. private _onSizeChangedObserver;
  80748. /**
  80749. * A function that is added to the onSizeChangedObservable
  80750. */
  80751. onSizeChanged: (postProcess: PostProcess) => void;
  80752. /**
  80753. * An event triggered when the postprocess applies its effect.
  80754. */
  80755. onApplyObservable: Observable<Effect>;
  80756. private _onApplyObserver;
  80757. /**
  80758. * A function that is added to the onApplyObservable
  80759. */
  80760. onApply: (effect: Effect) => void;
  80761. /**
  80762. * An event triggered before rendering the postprocess
  80763. */
  80764. onBeforeRenderObservable: Observable<Effect>;
  80765. private _onBeforeRenderObserver;
  80766. /**
  80767. * A function that is added to the onBeforeRenderObservable
  80768. */
  80769. onBeforeRender: (effect: Effect) => void;
  80770. /**
  80771. * An event triggered after rendering the postprocess
  80772. */
  80773. onAfterRenderObservable: Observable<Effect>;
  80774. private _onAfterRenderObserver;
  80775. /**
  80776. * A function that is added to the onAfterRenderObservable
  80777. */
  80778. onAfterRender: (efect: Effect) => void;
  80779. /**
  80780. * 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
  80781. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  80782. */
  80783. inputTexture: InternalTexture;
  80784. /**
  80785. * Gets the camera which post process is applied to.
  80786. * @returns The camera the post process is applied to.
  80787. */
  80788. getCamera(): Camera;
  80789. /**
  80790. * Gets the texel size of the postprocess.
  80791. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  80792. */
  80793. readonly texelSize: Vector2;
  80794. /**
  80795. * Creates a new instance PostProcess
  80796. * @param name The name of the PostProcess.
  80797. * @param fragmentUrl The url of the fragment shader to be used.
  80798. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  80799. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  80800. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  80801. * @param camera The camera to apply the render pass to.
  80802. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  80803. * @param engine The engine which the post process will be applied. (default: current engine)
  80804. * @param reusable If the post process can be reused on the same frame. (default: false)
  80805. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  80806. * @param textureType Type of textures used when performing the post process. (default: 0)
  80807. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  80808. * @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
  80809. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  80810. */
  80811. constructor(
  80812. /** Name of the PostProcess. */
  80813. 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);
  80814. /**
  80815. * Gets a string idenfifying the name of the class
  80816. * @returns "PostProcess" string
  80817. */
  80818. getClassName(): string;
  80819. /**
  80820. * Gets the engine which this post process belongs to.
  80821. * @returns The engine the post process was enabled with.
  80822. */
  80823. getEngine(): Engine;
  80824. /**
  80825. * The effect that is created when initializing the post process.
  80826. * @returns The created effect corresponding the the postprocess.
  80827. */
  80828. getEffect(): Effect;
  80829. /**
  80830. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  80831. * @param postProcess The post process to share the output with.
  80832. * @returns This post process.
  80833. */
  80834. shareOutputWith(postProcess: PostProcess): PostProcess;
  80835. /**
  80836. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  80837. * This should be called if the post process that shares output with this post process is disabled/disposed.
  80838. */
  80839. useOwnOutput(): void;
  80840. /**
  80841. * Updates the effect with the current post process compile time values and recompiles the shader.
  80842. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  80843. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  80844. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  80845. * @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
  80846. * @param onCompiled Called when the shader has been compiled.
  80847. * @param onError Called if there is an error when compiling a shader.
  80848. */
  80849. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80850. /**
  80851. * The post process is reusable if it can be used multiple times within one frame.
  80852. * @returns If the post process is reusable
  80853. */
  80854. isReusable(): boolean;
  80855. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  80856. markTextureDirty(): void;
  80857. /**
  80858. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  80859. * 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.
  80860. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  80861. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  80862. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  80863. * @returns The target texture that was bound to be written to.
  80864. */
  80865. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  80866. /**
  80867. * If the post process is supported.
  80868. */
  80869. readonly isSupported: boolean;
  80870. /**
  80871. * The aspect ratio of the output texture.
  80872. */
  80873. readonly aspectRatio: number;
  80874. /**
  80875. * Get a value indicating if the post-process is ready to be used
  80876. * @returns true if the post-process is ready (shader is compiled)
  80877. */
  80878. isReady(): boolean;
  80879. /**
  80880. * Binds all textures and uniforms to the shader, this will be run on every pass.
  80881. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  80882. */
  80883. apply(): Nullable<Effect>;
  80884. private _disposeTextures;
  80885. /**
  80886. * Disposes the post process.
  80887. * @param camera The camera to dispose the post process on.
  80888. */
  80889. dispose(camera?: Camera): void;
  80890. }
  80891. }
  80892. declare module BABYLON {
  80893. /** @hidden */
  80894. export var kernelBlurVaryingDeclaration: {
  80895. name: string;
  80896. shader: string;
  80897. };
  80898. }
  80899. declare module BABYLON {
  80900. /** @hidden */
  80901. export var kernelBlurFragment: {
  80902. name: string;
  80903. shader: string;
  80904. };
  80905. }
  80906. declare module BABYLON {
  80907. /** @hidden */
  80908. export var kernelBlurFragment2: {
  80909. name: string;
  80910. shader: string;
  80911. };
  80912. }
  80913. declare module BABYLON {
  80914. /** @hidden */
  80915. export var kernelBlurPixelShader: {
  80916. name: string;
  80917. shader: string;
  80918. };
  80919. }
  80920. declare module BABYLON {
  80921. /** @hidden */
  80922. export var kernelBlurVertex: {
  80923. name: string;
  80924. shader: string;
  80925. };
  80926. }
  80927. declare module BABYLON {
  80928. /** @hidden */
  80929. export var kernelBlurVertexShader: {
  80930. name: string;
  80931. shader: string;
  80932. };
  80933. }
  80934. declare module BABYLON {
  80935. /**
  80936. * The Blur Post Process which blurs an image based on a kernel and direction.
  80937. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  80938. */
  80939. export class BlurPostProcess extends PostProcess {
  80940. /** The direction in which to blur the image. */
  80941. direction: Vector2;
  80942. private blockCompilation;
  80943. protected _kernel: number;
  80944. protected _idealKernel: number;
  80945. protected _packedFloat: boolean;
  80946. private _staticDefines;
  80947. /**
  80948. * Sets the length in pixels of the blur sample region
  80949. */
  80950. /**
  80951. * Gets the length in pixels of the blur sample region
  80952. */
  80953. kernel: number;
  80954. /**
  80955. * Sets wether or not the blur needs to unpack/repack floats
  80956. */
  80957. /**
  80958. * Gets wether or not the blur is unpacking/repacking floats
  80959. */
  80960. packedFloat: boolean;
  80961. /**
  80962. * Creates a new instance BlurPostProcess
  80963. * @param name The name of the effect.
  80964. * @param direction The direction in which to blur the image.
  80965. * @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.
  80966. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  80967. * @param camera The camera to apply the render pass to.
  80968. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  80969. * @param engine The engine which the post process will be applied. (default: current engine)
  80970. * @param reusable If the post process can be reused on the same frame. (default: false)
  80971. * @param textureType Type of textures used when performing the post process. (default: 0)
  80972. * @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)
  80973. */
  80974. constructor(name: string,
  80975. /** The direction in which to blur the image. */
  80976. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  80977. /**
  80978. * Updates the effect with the current post process compile time values and recompiles the shader.
  80979. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  80980. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  80981. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  80982. * @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
  80983. * @param onCompiled Called when the shader has been compiled.
  80984. * @param onError Called if there is an error when compiling a shader.
  80985. */
  80986. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80987. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80988. /**
  80989. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  80990. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  80991. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  80992. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  80993. * The gaps between physical kernels are compensated for in the weighting of the samples
  80994. * @param idealKernel Ideal blur kernel.
  80995. * @return Nearest best kernel.
  80996. */
  80997. protected _nearestBestKernel(idealKernel: number): number;
  80998. /**
  80999. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  81000. * @param x The point on the Gaussian distribution to sample.
  81001. * @return the value of the Gaussian function at x.
  81002. */
  81003. protected _gaussianWeight(x: number): number;
  81004. /**
  81005. * Generates a string that can be used as a floating point number in GLSL.
  81006. * @param x Value to print.
  81007. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  81008. * @return GLSL float string.
  81009. */
  81010. protected _glslFloat(x: number, decimalFigures?: number): string;
  81011. }
  81012. }
  81013. declare module BABYLON {
  81014. /**
  81015. * Mirror texture can be used to simulate the view from a mirror in a scene.
  81016. * It will dynamically be rendered every frame to adapt to the camera point of view.
  81017. * You can then easily use it as a reflectionTexture on a flat surface.
  81018. * In case the surface is not a plane, please consider relying on reflection probes.
  81019. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  81020. */
  81021. export class MirrorTexture extends RenderTargetTexture {
  81022. private scene;
  81023. /**
  81024. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  81025. * 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.
  81026. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  81027. */
  81028. mirrorPlane: Plane;
  81029. /**
  81030. * Define the blur ratio used to blur the reflection if needed.
  81031. */
  81032. blurRatio: number;
  81033. /**
  81034. * Define the adaptive blur kernel used to blur the reflection if needed.
  81035. * This will autocompute the closest best match for the `blurKernel`
  81036. */
  81037. adaptiveBlurKernel: number;
  81038. /**
  81039. * Define the blur kernel used to blur the reflection if needed.
  81040. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  81041. */
  81042. blurKernel: number;
  81043. /**
  81044. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  81045. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  81046. */
  81047. blurKernelX: number;
  81048. /**
  81049. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  81050. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  81051. */
  81052. blurKernelY: number;
  81053. private _autoComputeBlurKernel;
  81054. protected _onRatioRescale(): void;
  81055. private _updateGammaSpace;
  81056. private _imageProcessingConfigChangeObserver;
  81057. private _transformMatrix;
  81058. private _mirrorMatrix;
  81059. private _savedViewMatrix;
  81060. private _blurX;
  81061. private _blurY;
  81062. private _adaptiveBlurKernel;
  81063. private _blurKernelX;
  81064. private _blurKernelY;
  81065. private _blurRatio;
  81066. /**
  81067. * Instantiates a Mirror Texture.
  81068. * Mirror texture can be used to simulate the view from a mirror in a scene.
  81069. * It will dynamically be rendered every frame to adapt to the camera point of view.
  81070. * You can then easily use it as a reflectionTexture on a flat surface.
  81071. * In case the surface is not a plane, please consider relying on reflection probes.
  81072. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  81073. * @param name
  81074. * @param size
  81075. * @param scene
  81076. * @param generateMipMaps
  81077. * @param type
  81078. * @param samplingMode
  81079. * @param generateDepthBuffer
  81080. */
  81081. constructor(name: string, size: number | {
  81082. width: number;
  81083. height: number;
  81084. } | {
  81085. ratio: number;
  81086. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  81087. private _preparePostProcesses;
  81088. /**
  81089. * Clone the mirror texture.
  81090. * @returns the cloned texture
  81091. */
  81092. clone(): MirrorTexture;
  81093. /**
  81094. * Serialize the texture to a JSON representation you could use in Parse later on
  81095. * @returns the serialized JSON representation
  81096. */
  81097. serialize(): any;
  81098. /**
  81099. * Dispose the texture and release its associated resources.
  81100. */
  81101. dispose(): void;
  81102. }
  81103. }
  81104. declare module BABYLON {
  81105. /**
  81106. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  81107. * @see http://doc.babylonjs.com/babylon101/materials#texture
  81108. */
  81109. export class Texture extends BaseTexture {
  81110. /** @hidden */
  81111. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  81112. /** @hidden */
  81113. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  81114. /** @hidden */
  81115. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  81116. /** nearest is mag = nearest and min = nearest and mip = linear */
  81117. static readonly NEAREST_SAMPLINGMODE: number;
  81118. /** nearest is mag = nearest and min = nearest and mip = linear */
  81119. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  81120. /** Bilinear is mag = linear and min = linear and mip = nearest */
  81121. static readonly BILINEAR_SAMPLINGMODE: number;
  81122. /** Bilinear is mag = linear and min = linear and mip = nearest */
  81123. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  81124. /** Trilinear is mag = linear and min = linear and mip = linear */
  81125. static readonly TRILINEAR_SAMPLINGMODE: number;
  81126. /** Trilinear is mag = linear and min = linear and mip = linear */
  81127. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  81128. /** mag = nearest and min = nearest and mip = nearest */
  81129. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  81130. /** mag = nearest and min = linear and mip = nearest */
  81131. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  81132. /** mag = nearest and min = linear and mip = linear */
  81133. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  81134. /** mag = nearest and min = linear and mip = none */
  81135. static readonly NEAREST_LINEAR: number;
  81136. /** mag = nearest and min = nearest and mip = none */
  81137. static readonly NEAREST_NEAREST: number;
  81138. /** mag = linear and min = nearest and mip = nearest */
  81139. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  81140. /** mag = linear and min = nearest and mip = linear */
  81141. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  81142. /** mag = linear and min = linear and mip = none */
  81143. static readonly LINEAR_LINEAR: number;
  81144. /** mag = linear and min = nearest and mip = none */
  81145. static readonly LINEAR_NEAREST: number;
  81146. /** Explicit coordinates mode */
  81147. static readonly EXPLICIT_MODE: number;
  81148. /** Spherical coordinates mode */
  81149. static readonly SPHERICAL_MODE: number;
  81150. /** Planar coordinates mode */
  81151. static readonly PLANAR_MODE: number;
  81152. /** Cubic coordinates mode */
  81153. static readonly CUBIC_MODE: number;
  81154. /** Projection coordinates mode */
  81155. static readonly PROJECTION_MODE: number;
  81156. /** Inverse Cubic coordinates mode */
  81157. static readonly SKYBOX_MODE: number;
  81158. /** Inverse Cubic coordinates mode */
  81159. static readonly INVCUBIC_MODE: number;
  81160. /** Equirectangular coordinates mode */
  81161. static readonly EQUIRECTANGULAR_MODE: number;
  81162. /** Equirectangular Fixed coordinates mode */
  81163. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  81164. /** Equirectangular Fixed Mirrored coordinates mode */
  81165. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  81166. /** Texture is not repeating outside of 0..1 UVs */
  81167. static readonly CLAMP_ADDRESSMODE: number;
  81168. /** Texture is repeating outside of 0..1 UVs */
  81169. static readonly WRAP_ADDRESSMODE: number;
  81170. /** Texture is repeating and mirrored */
  81171. static readonly MIRROR_ADDRESSMODE: number;
  81172. /**
  81173. * 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
  81174. */
  81175. static UseSerializedUrlIfAny: boolean;
  81176. /**
  81177. * Define the url of the texture.
  81178. */
  81179. url: Nullable<string>;
  81180. /**
  81181. * Define an offset on the texture to offset the u coordinates of the UVs
  81182. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  81183. */
  81184. uOffset: number;
  81185. /**
  81186. * Define an offset on the texture to offset the v coordinates of the UVs
  81187. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  81188. */
  81189. vOffset: number;
  81190. /**
  81191. * Define an offset on the texture to scale the u coordinates of the UVs
  81192. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  81193. */
  81194. uScale: number;
  81195. /**
  81196. * Define an offset on the texture to scale the v coordinates of the UVs
  81197. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  81198. */
  81199. vScale: number;
  81200. /**
  81201. * Define an offset on the texture to rotate around the u coordinates of the UVs
  81202. * @see http://doc.babylonjs.com/how_to/more_materials
  81203. */
  81204. uAng: number;
  81205. /**
  81206. * Define an offset on the texture to rotate around the v coordinates of the UVs
  81207. * @see http://doc.babylonjs.com/how_to/more_materials
  81208. */
  81209. vAng: number;
  81210. /**
  81211. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  81212. * @see http://doc.babylonjs.com/how_to/more_materials
  81213. */
  81214. wAng: number;
  81215. /**
  81216. * Defines the center of rotation (U)
  81217. */
  81218. uRotationCenter: number;
  81219. /**
  81220. * Defines the center of rotation (V)
  81221. */
  81222. vRotationCenter: number;
  81223. /**
  81224. * Defines the center of rotation (W)
  81225. */
  81226. wRotationCenter: number;
  81227. /**
  81228. * Are mip maps generated for this texture or not.
  81229. */
  81230. readonly noMipmap: boolean;
  81231. /**
  81232. * List of inspectable custom properties (used by the Inspector)
  81233. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  81234. */
  81235. inspectableCustomProperties: Nullable<IInspectable[]>;
  81236. private _noMipmap;
  81237. /** @hidden */
  81238. _invertY: boolean;
  81239. private _rowGenerationMatrix;
  81240. private _cachedTextureMatrix;
  81241. private _projectionModeMatrix;
  81242. private _t0;
  81243. private _t1;
  81244. private _t2;
  81245. private _cachedUOffset;
  81246. private _cachedVOffset;
  81247. private _cachedUScale;
  81248. private _cachedVScale;
  81249. private _cachedUAng;
  81250. private _cachedVAng;
  81251. private _cachedWAng;
  81252. private _cachedProjectionMatrixId;
  81253. private _cachedCoordinatesMode;
  81254. /** @hidden */
  81255. protected _initialSamplingMode: number;
  81256. /** @hidden */
  81257. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  81258. private _deleteBuffer;
  81259. protected _format: Nullable<number>;
  81260. private _delayedOnLoad;
  81261. private _delayedOnError;
  81262. /**
  81263. * Observable triggered once the texture has been loaded.
  81264. */
  81265. onLoadObservable: Observable<Texture>;
  81266. protected _isBlocking: boolean;
  81267. /**
  81268. * Is the texture preventing material to render while loading.
  81269. * If false, a default texture will be used instead of the loading one during the preparation step.
  81270. */
  81271. isBlocking: boolean;
  81272. /**
  81273. * Get the current sampling mode associated with the texture.
  81274. */
  81275. readonly samplingMode: number;
  81276. /**
  81277. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  81278. */
  81279. readonly invertY: boolean;
  81280. /**
  81281. * Instantiates a new texture.
  81282. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  81283. * @see http://doc.babylonjs.com/babylon101/materials#texture
  81284. * @param url define the url of the picture to load as a texture
  81285. * @param scene define the scene or engine the texture will belong to
  81286. * @param noMipmap define if the texture will require mip maps or not
  81287. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81288. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81289. * @param onLoad define a callback triggered when the texture has been loaded
  81290. * @param onError define a callback triggered when an error occurred during the loading session
  81291. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  81292. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  81293. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81294. */
  81295. 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);
  81296. /**
  81297. * Update the url (and optional buffer) of this texture if url was null during construction.
  81298. * @param url the url of the texture
  81299. * @param buffer the buffer of the texture (defaults to null)
  81300. * @param onLoad callback called when the texture is loaded (defaults to null)
  81301. */
  81302. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  81303. /**
  81304. * Finish the loading sequence of a texture flagged as delayed load.
  81305. * @hidden
  81306. */
  81307. delayLoad(): void;
  81308. private _prepareRowForTextureGeneration;
  81309. /**
  81310. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  81311. * @returns the transform matrix of the texture.
  81312. */
  81313. getTextureMatrix(): Matrix;
  81314. /**
  81315. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  81316. * @returns The reflection texture transform
  81317. */
  81318. getReflectionTextureMatrix(): Matrix;
  81319. /**
  81320. * Clones the texture.
  81321. * @returns the cloned texture
  81322. */
  81323. clone(): Texture;
  81324. /**
  81325. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  81326. * @returns The JSON representation of the texture
  81327. */
  81328. serialize(): any;
  81329. /**
  81330. * Get the current class name of the texture useful for serialization or dynamic coding.
  81331. * @returns "Texture"
  81332. */
  81333. getClassName(): string;
  81334. /**
  81335. * Dispose the texture and release its associated resources.
  81336. */
  81337. dispose(): void;
  81338. /**
  81339. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  81340. * @param parsedTexture Define the JSON representation of the texture
  81341. * @param scene Define the scene the parsed texture should be instantiated in
  81342. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  81343. * @returns The parsed texture if successful
  81344. */
  81345. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  81346. /**
  81347. * Creates a texture from its base 64 representation.
  81348. * @param data Define the base64 payload without the data: prefix
  81349. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  81350. * @param scene Define the scene the texture should belong to
  81351. * @param noMipmap Forces the texture to not create mip map information if true
  81352. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81353. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81354. * @param onLoad define a callback triggered when the texture has been loaded
  81355. * @param onError define a callback triggered when an error occurred during the loading session
  81356. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81357. * @returns the created texture
  81358. */
  81359. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  81360. /**
  81361. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  81362. * @param data Define the base64 payload without the data: prefix
  81363. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  81364. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  81365. * @param scene Define the scene the texture should belong to
  81366. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  81367. * @param noMipmap Forces the texture to not create mip map information if true
  81368. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81369. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81370. * @param onLoad define a callback triggered when the texture has been loaded
  81371. * @param onError define a callback triggered when an error occurred during the loading session
  81372. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81373. * @returns the created texture
  81374. */
  81375. 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;
  81376. }
  81377. }
  81378. declare module BABYLON {
  81379. /**
  81380. * PostProcessManager is used to manage one or more post processes or post process pipelines
  81381. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  81382. */
  81383. export class PostProcessManager {
  81384. private _scene;
  81385. private _indexBuffer;
  81386. private _vertexBuffers;
  81387. /**
  81388. * Creates a new instance PostProcess
  81389. * @param scene The scene that the post process is associated with.
  81390. */
  81391. constructor(scene: Scene);
  81392. private _prepareBuffers;
  81393. private _buildIndexBuffer;
  81394. /**
  81395. * Rebuilds the vertex buffers of the manager.
  81396. * @hidden
  81397. */
  81398. _rebuild(): void;
  81399. /**
  81400. * Prepares a frame to be run through a post process.
  81401. * @param sourceTexture The input texture to the post procesess. (default: null)
  81402. * @param postProcesses An array of post processes to be run. (default: null)
  81403. * @returns True if the post processes were able to be run.
  81404. * @hidden
  81405. */
  81406. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  81407. /**
  81408. * Manually render a set of post processes to a texture.
  81409. * @param postProcesses An array of post processes to be run.
  81410. * @param targetTexture The target texture to render to.
  81411. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  81412. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  81413. * @param lodLevel defines which lod of the texture to render to
  81414. */
  81415. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  81416. /**
  81417. * Finalize the result of the output of the postprocesses.
  81418. * @param doNotPresent If true the result will not be displayed to the screen.
  81419. * @param targetTexture The target texture to render to.
  81420. * @param faceIndex The index of the face to bind the target texture to.
  81421. * @param postProcesses The array of post processes to render.
  81422. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  81423. * @hidden
  81424. */
  81425. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  81426. /**
  81427. * Disposes of the post process manager.
  81428. */
  81429. dispose(): void;
  81430. }
  81431. }
  81432. declare module BABYLON {
  81433. /** Interface used by value gradients (color, factor, ...) */
  81434. export interface IValueGradient {
  81435. /**
  81436. * Gets or sets the gradient value (between 0 and 1)
  81437. */
  81438. gradient: number;
  81439. }
  81440. /** Class used to store color4 gradient */
  81441. export class ColorGradient implements IValueGradient {
  81442. /**
  81443. * Gets or sets the gradient value (between 0 and 1)
  81444. */
  81445. gradient: number;
  81446. /**
  81447. * Gets or sets first associated color
  81448. */
  81449. color1: Color4;
  81450. /**
  81451. * Gets or sets second associated color
  81452. */
  81453. color2?: Color4;
  81454. /**
  81455. * Will get a color picked randomly between color1 and color2.
  81456. * If color2 is undefined then color1 will be used
  81457. * @param result defines the target Color4 to store the result in
  81458. */
  81459. getColorToRef(result: Color4): void;
  81460. }
  81461. /** Class used to store color 3 gradient */
  81462. export class Color3Gradient implements IValueGradient {
  81463. /**
  81464. * Gets or sets the gradient value (between 0 and 1)
  81465. */
  81466. gradient: number;
  81467. /**
  81468. * Gets or sets the associated color
  81469. */
  81470. color: Color3;
  81471. }
  81472. /** Class used to store factor gradient */
  81473. export class FactorGradient implements IValueGradient {
  81474. /**
  81475. * Gets or sets the gradient value (between 0 and 1)
  81476. */
  81477. gradient: number;
  81478. /**
  81479. * Gets or sets first associated factor
  81480. */
  81481. factor1: number;
  81482. /**
  81483. * Gets or sets second associated factor
  81484. */
  81485. factor2?: number;
  81486. /**
  81487. * Will get a number picked randomly between factor1 and factor2.
  81488. * If factor2 is undefined then factor1 will be used
  81489. * @returns the picked number
  81490. */
  81491. getFactor(): number;
  81492. }
  81493. /**
  81494. * Helper used to simplify some generic gradient tasks
  81495. */
  81496. export class GradientHelper {
  81497. /**
  81498. * Gets the current gradient from an array of IValueGradient
  81499. * @param ratio defines the current ratio to get
  81500. * @param gradients defines the array of IValueGradient
  81501. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  81502. */
  81503. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  81504. }
  81505. }
  81506. declare module BABYLON {
  81507. interface AbstractScene {
  81508. /**
  81509. * The list of procedural textures added to the scene
  81510. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81511. */
  81512. proceduralTextures: Array<ProceduralTexture>;
  81513. }
  81514. /**
  81515. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81516. * in a given scene.
  81517. */
  81518. export class ProceduralTextureSceneComponent implements ISceneComponent {
  81519. /**
  81520. * The component name helpfull to identify the component in the list of scene components.
  81521. */
  81522. readonly name: string;
  81523. /**
  81524. * The scene the component belongs to.
  81525. */
  81526. scene: Scene;
  81527. /**
  81528. * Creates a new instance of the component for the given scene
  81529. * @param scene Defines the scene to register the component in
  81530. */
  81531. constructor(scene: Scene);
  81532. /**
  81533. * Registers the component in a given scene
  81534. */
  81535. register(): void;
  81536. /**
  81537. * Rebuilds the elements related to this component in case of
  81538. * context lost for instance.
  81539. */
  81540. rebuild(): void;
  81541. /**
  81542. * Disposes the component and the associated ressources.
  81543. */
  81544. dispose(): void;
  81545. private _beforeClear;
  81546. }
  81547. }
  81548. declare module BABYLON {
  81549. interface Engine {
  81550. /**
  81551. * Creates a new render target cube texture
  81552. * @param size defines the size of the texture
  81553. * @param options defines the options used to create the texture
  81554. * @returns a new render target cube texture stored in an InternalTexture
  81555. */
  81556. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  81557. }
  81558. }
  81559. declare module BABYLON {
  81560. /** @hidden */
  81561. export var proceduralVertexShader: {
  81562. name: string;
  81563. shader: string;
  81564. };
  81565. }
  81566. declare module BABYLON {
  81567. /**
  81568. * 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.
  81569. * This is the base class of any Procedural texture and contains most of the shareable code.
  81570. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81571. */
  81572. export class ProceduralTexture extends Texture {
  81573. isCube: boolean;
  81574. /**
  81575. * Define if the texture is enabled or not (disabled texture will not render)
  81576. */
  81577. isEnabled: boolean;
  81578. /**
  81579. * Define if the texture must be cleared before rendering (default is true)
  81580. */
  81581. autoClear: boolean;
  81582. /**
  81583. * Callback called when the texture is generated
  81584. */
  81585. onGenerated: () => void;
  81586. /**
  81587. * Event raised when the texture is generated
  81588. */
  81589. onGeneratedObservable: Observable<ProceduralTexture>;
  81590. /** @hidden */
  81591. _generateMipMaps: boolean;
  81592. /** @hidden **/
  81593. _effect: Effect;
  81594. /** @hidden */
  81595. _textures: {
  81596. [key: string]: Texture;
  81597. };
  81598. private _size;
  81599. private _currentRefreshId;
  81600. private _refreshRate;
  81601. private _vertexBuffers;
  81602. private _indexBuffer;
  81603. private _uniforms;
  81604. private _samplers;
  81605. private _fragment;
  81606. private _floats;
  81607. private _ints;
  81608. private _floatsArrays;
  81609. private _colors3;
  81610. private _colors4;
  81611. private _vectors2;
  81612. private _vectors3;
  81613. private _matrices;
  81614. private _fallbackTexture;
  81615. private _fallbackTextureUsed;
  81616. private _engine;
  81617. private _cachedDefines;
  81618. private _contentUpdateId;
  81619. private _contentData;
  81620. /**
  81621. * Instantiates a new procedural texture.
  81622. * 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.
  81623. * This is the base class of any Procedural texture and contains most of the shareable code.
  81624. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81625. * @param name Define the name of the texture
  81626. * @param size Define the size of the texture to create
  81627. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  81628. * @param scene Define the scene the texture belongs to
  81629. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81630. * @param generateMipMaps Define if the texture should creates mip maps or not
  81631. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  81632. */
  81633. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  81634. /**
  81635. * The effect that is created when initializing the post process.
  81636. * @returns The created effect corresponding the the postprocess.
  81637. */
  81638. getEffect(): Effect;
  81639. /**
  81640. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81641. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81642. */
  81643. getContent(): Nullable<ArrayBufferView>;
  81644. private _createIndexBuffer;
  81645. /** @hidden */
  81646. _rebuild(): void;
  81647. /**
  81648. * Resets the texture in order to recreate its associated resources.
  81649. * This can be called in case of context loss
  81650. */
  81651. reset(): void;
  81652. protected _getDefines(): string;
  81653. /**
  81654. * Is the texture ready to be used ? (rendered at least once)
  81655. * @returns true if ready, otherwise, false.
  81656. */
  81657. isReady(): boolean;
  81658. /**
  81659. * Resets the refresh counter of the texture and start bak from scratch.
  81660. * Could be useful to regenerate the texture if it is setup to render only once.
  81661. */
  81662. resetRefreshCounter(): void;
  81663. /**
  81664. * Set the fragment shader to use in order to render the texture.
  81665. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81666. */
  81667. setFragment(fragment: any): void;
  81668. /**
  81669. * Define the refresh rate of the texture or the rendering frequency.
  81670. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81671. */
  81672. refreshRate: number;
  81673. /** @hidden */
  81674. _shouldRender(): boolean;
  81675. /**
  81676. * Get the size the texture is rendering at.
  81677. * @returns the size (texture is always squared)
  81678. */
  81679. getRenderSize(): number;
  81680. /**
  81681. * Resize the texture to new value.
  81682. * @param size Define the new size the texture should have
  81683. * @param generateMipMaps Define whether the new texture should create mip maps
  81684. */
  81685. resize(size: number, generateMipMaps: boolean): void;
  81686. private _checkUniform;
  81687. /**
  81688. * Set a texture in the shader program used to render.
  81689. * @param name Define the name of the uniform samplers as defined in the shader
  81690. * @param texture Define the texture to bind to this sampler
  81691. * @return the texture itself allowing "fluent" like uniform updates
  81692. */
  81693. setTexture(name: string, texture: Texture): ProceduralTexture;
  81694. /**
  81695. * Set a float in the shader.
  81696. * @param name Define the name of the uniform as defined in the shader
  81697. * @param value Define the value to give to the uniform
  81698. * @return the texture itself allowing "fluent" like uniform updates
  81699. */
  81700. setFloat(name: string, value: number): ProceduralTexture;
  81701. /**
  81702. * Set a int in the shader.
  81703. * @param name Define the name of the uniform as defined in the shader
  81704. * @param value Define the value to give to the uniform
  81705. * @return the texture itself allowing "fluent" like uniform updates
  81706. */
  81707. setInt(name: string, value: number): ProceduralTexture;
  81708. /**
  81709. * Set an array of floats in the shader.
  81710. * @param name Define the name of the uniform as defined in the shader
  81711. * @param value Define the value to give to the uniform
  81712. * @return the texture itself allowing "fluent" like uniform updates
  81713. */
  81714. setFloats(name: string, value: number[]): ProceduralTexture;
  81715. /**
  81716. * Set a vec3 in the shader from a Color3.
  81717. * @param name Define the name of the uniform as defined in the shader
  81718. * @param value Define the value to give to the uniform
  81719. * @return the texture itself allowing "fluent" like uniform updates
  81720. */
  81721. setColor3(name: string, value: Color3): ProceduralTexture;
  81722. /**
  81723. * Set a vec4 in the shader from a Color4.
  81724. * @param name Define the name of the uniform as defined in the shader
  81725. * @param value Define the value to give to the uniform
  81726. * @return the texture itself allowing "fluent" like uniform updates
  81727. */
  81728. setColor4(name: string, value: Color4): ProceduralTexture;
  81729. /**
  81730. * Set a vec2 in the shader from a Vector2.
  81731. * @param name Define the name of the uniform as defined in the shader
  81732. * @param value Define the value to give to the uniform
  81733. * @return the texture itself allowing "fluent" like uniform updates
  81734. */
  81735. setVector2(name: string, value: Vector2): ProceduralTexture;
  81736. /**
  81737. * Set a vec3 in the shader from a Vector3.
  81738. * @param name Define the name of the uniform as defined in the shader
  81739. * @param value Define the value to give to the uniform
  81740. * @return the texture itself allowing "fluent" like uniform updates
  81741. */
  81742. setVector3(name: string, value: Vector3): ProceduralTexture;
  81743. /**
  81744. * Set a mat4 in the shader from a MAtrix.
  81745. * @param name Define the name of the uniform as defined in the shader
  81746. * @param value Define the value to give to the uniform
  81747. * @return the texture itself allowing "fluent" like uniform updates
  81748. */
  81749. setMatrix(name: string, value: Matrix): ProceduralTexture;
  81750. /**
  81751. * Render the texture to its associated render target.
  81752. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81753. */
  81754. render(useCameraPostProcess?: boolean): void;
  81755. /**
  81756. * Clone the texture.
  81757. * @returns the cloned texture
  81758. */
  81759. clone(): ProceduralTexture;
  81760. /**
  81761. * Dispose the texture and release its asoociated resources.
  81762. */
  81763. dispose(): void;
  81764. }
  81765. }
  81766. declare module BABYLON {
  81767. /**
  81768. * This represents the base class for particle system in Babylon.
  81769. * 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.
  81770. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  81771. * @example https://doc.babylonjs.com/babylon101/particles
  81772. */
  81773. export class BaseParticleSystem {
  81774. /**
  81775. * Source color is added to the destination color without alpha affecting the result
  81776. */
  81777. static BLENDMODE_ONEONE: number;
  81778. /**
  81779. * Blend current color and particle color using particle’s alpha
  81780. */
  81781. static BLENDMODE_STANDARD: number;
  81782. /**
  81783. * Add current color and particle color multiplied by particle’s alpha
  81784. */
  81785. static BLENDMODE_ADD: number;
  81786. /**
  81787. * Multiply current color with particle color
  81788. */
  81789. static BLENDMODE_MULTIPLY: number;
  81790. /**
  81791. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  81792. */
  81793. static BLENDMODE_MULTIPLYADD: number;
  81794. /**
  81795. * List of animations used by the particle system.
  81796. */
  81797. animations: Animation[];
  81798. /**
  81799. * The id of the Particle system.
  81800. */
  81801. id: string;
  81802. /**
  81803. * The friendly name of the Particle system.
  81804. */
  81805. name: string;
  81806. /**
  81807. * The rendering group used by the Particle system to chose when to render.
  81808. */
  81809. renderingGroupId: number;
  81810. /**
  81811. * The emitter represents the Mesh or position we are attaching the particle system to.
  81812. */
  81813. emitter: Nullable<AbstractMesh | Vector3>;
  81814. /**
  81815. * The maximum number of particles to emit per frame
  81816. */
  81817. emitRate: number;
  81818. /**
  81819. * If you want to launch only a few particles at once, that can be done, as well.
  81820. */
  81821. manualEmitCount: number;
  81822. /**
  81823. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  81824. */
  81825. updateSpeed: number;
  81826. /**
  81827. * The amount of time the particle system is running (depends of the overall update speed).
  81828. */
  81829. targetStopDuration: number;
  81830. /**
  81831. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  81832. */
  81833. disposeOnStop: boolean;
  81834. /**
  81835. * Minimum power of emitting particles.
  81836. */
  81837. minEmitPower: number;
  81838. /**
  81839. * Maximum power of emitting particles.
  81840. */
  81841. maxEmitPower: number;
  81842. /**
  81843. * Minimum life time of emitting particles.
  81844. */
  81845. minLifeTime: number;
  81846. /**
  81847. * Maximum life time of emitting particles.
  81848. */
  81849. maxLifeTime: number;
  81850. /**
  81851. * Minimum Size of emitting particles.
  81852. */
  81853. minSize: number;
  81854. /**
  81855. * Maximum Size of emitting particles.
  81856. */
  81857. maxSize: number;
  81858. /**
  81859. * Minimum scale of emitting particles on X axis.
  81860. */
  81861. minScaleX: number;
  81862. /**
  81863. * Maximum scale of emitting particles on X axis.
  81864. */
  81865. maxScaleX: number;
  81866. /**
  81867. * Minimum scale of emitting particles on Y axis.
  81868. */
  81869. minScaleY: number;
  81870. /**
  81871. * Maximum scale of emitting particles on Y axis.
  81872. */
  81873. maxScaleY: number;
  81874. /**
  81875. * Gets or sets the minimal initial rotation in radians.
  81876. */
  81877. minInitialRotation: number;
  81878. /**
  81879. * Gets or sets the maximal initial rotation in radians.
  81880. */
  81881. maxInitialRotation: number;
  81882. /**
  81883. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  81884. */
  81885. minAngularSpeed: number;
  81886. /**
  81887. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  81888. */
  81889. maxAngularSpeed: number;
  81890. /**
  81891. * The texture used to render each particle. (this can be a spritesheet)
  81892. */
  81893. particleTexture: Nullable<Texture>;
  81894. /**
  81895. * The layer mask we are rendering the particles through.
  81896. */
  81897. layerMask: number;
  81898. /**
  81899. * This can help using your own shader to render the particle system.
  81900. * The according effect will be created
  81901. */
  81902. customShader: any;
  81903. /**
  81904. * By default particle system starts as soon as they are created. This prevents the
  81905. * automatic start to happen and let you decide when to start emitting particles.
  81906. */
  81907. preventAutoStart: boolean;
  81908. private _noiseTexture;
  81909. /**
  81910. * Gets or sets a texture used to add random noise to particle positions
  81911. */
  81912. noiseTexture: Nullable<ProceduralTexture>;
  81913. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  81914. noiseStrength: Vector3;
  81915. /**
  81916. * Callback triggered when the particle animation is ending.
  81917. */
  81918. onAnimationEnd: Nullable<() => void>;
  81919. /**
  81920. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  81921. */
  81922. blendMode: number;
  81923. /**
  81924. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  81925. * to override the particles.
  81926. */
  81927. forceDepthWrite: boolean;
  81928. /** 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 */
  81929. preWarmCycles: number;
  81930. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  81931. preWarmStepOffset: number;
  81932. /**
  81933. * 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)
  81934. */
  81935. spriteCellChangeSpeed: number;
  81936. /**
  81937. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  81938. */
  81939. startSpriteCellID: number;
  81940. /**
  81941. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  81942. */
  81943. endSpriteCellID: number;
  81944. /**
  81945. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  81946. */
  81947. spriteCellWidth: number;
  81948. /**
  81949. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  81950. */
  81951. spriteCellHeight: number;
  81952. /**
  81953. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  81954. */
  81955. spriteRandomStartCell: boolean;
  81956. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  81957. translationPivot: Vector2;
  81958. /** @hidden */
  81959. protected _isAnimationSheetEnabled: boolean;
  81960. /**
  81961. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  81962. */
  81963. beginAnimationOnStart: boolean;
  81964. /**
  81965. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  81966. */
  81967. beginAnimationFrom: number;
  81968. /**
  81969. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  81970. */
  81971. beginAnimationTo: number;
  81972. /**
  81973. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  81974. */
  81975. beginAnimationLoop: boolean;
  81976. /**
  81977. * Gets or sets a world offset applied to all particles
  81978. */
  81979. worldOffset: Vector3;
  81980. /**
  81981. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  81982. */
  81983. isAnimationSheetEnabled: boolean;
  81984. /**
  81985. * Get hosting scene
  81986. * @returns the scene
  81987. */
  81988. getScene(): Scene;
  81989. /**
  81990. * You can use gravity if you want to give an orientation to your particles.
  81991. */
  81992. gravity: Vector3;
  81993. protected _colorGradients: Nullable<Array<ColorGradient>>;
  81994. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  81995. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  81996. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  81997. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  81998. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  81999. protected _dragGradients: Nullable<Array<FactorGradient>>;
  82000. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  82001. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  82002. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  82003. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  82004. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  82005. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  82006. /**
  82007. * Defines the delay in milliseconds before starting the system (0 by default)
  82008. */
  82009. startDelay: number;
  82010. /**
  82011. * Gets the current list of drag gradients.
  82012. * You must use addDragGradient and removeDragGradient to udpate this list
  82013. * @returns the list of drag gradients
  82014. */
  82015. getDragGradients(): Nullable<Array<FactorGradient>>;
  82016. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  82017. limitVelocityDamping: number;
  82018. /**
  82019. * Gets the current list of limit velocity gradients.
  82020. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  82021. * @returns the list of limit velocity gradients
  82022. */
  82023. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  82024. /**
  82025. * Gets the current list of color gradients.
  82026. * You must use addColorGradient and removeColorGradient to udpate this list
  82027. * @returns the list of color gradients
  82028. */
  82029. getColorGradients(): Nullable<Array<ColorGradient>>;
  82030. /**
  82031. * Gets the current list of size gradients.
  82032. * You must use addSizeGradient and removeSizeGradient to udpate this list
  82033. * @returns the list of size gradients
  82034. */
  82035. getSizeGradients(): Nullable<Array<FactorGradient>>;
  82036. /**
  82037. * Gets the current list of color remap gradients.
  82038. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  82039. * @returns the list of color remap gradients
  82040. */
  82041. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  82042. /**
  82043. * Gets the current list of alpha remap gradients.
  82044. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  82045. * @returns the list of alpha remap gradients
  82046. */
  82047. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  82048. /**
  82049. * Gets the current list of life time gradients.
  82050. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  82051. * @returns the list of life time gradients
  82052. */
  82053. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  82054. /**
  82055. * Gets the current list of angular speed gradients.
  82056. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  82057. * @returns the list of angular speed gradients
  82058. */
  82059. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  82060. /**
  82061. * Gets the current list of velocity gradients.
  82062. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  82063. * @returns the list of velocity gradients
  82064. */
  82065. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  82066. /**
  82067. * Gets the current list of start size gradients.
  82068. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  82069. * @returns the list of start size gradients
  82070. */
  82071. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82072. /**
  82073. * Gets the current list of emit rate gradients.
  82074. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  82075. * @returns the list of emit rate gradients
  82076. */
  82077. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  82078. /**
  82079. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82080. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82081. */
  82082. direction1: Vector3;
  82083. /**
  82084. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82085. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82086. */
  82087. direction2: Vector3;
  82088. /**
  82089. * 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.
  82090. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82091. */
  82092. minEmitBox: Vector3;
  82093. /**
  82094. * 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.
  82095. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82096. */
  82097. maxEmitBox: Vector3;
  82098. /**
  82099. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  82100. */
  82101. color1: Color4;
  82102. /**
  82103. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  82104. */
  82105. color2: Color4;
  82106. /**
  82107. * Color the particle will have at the end of its lifetime
  82108. */
  82109. colorDead: Color4;
  82110. /**
  82111. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  82112. */
  82113. textureMask: Color4;
  82114. /**
  82115. * The particle emitter type defines the emitter used by the particle system.
  82116. * It can be for example box, sphere, or cone...
  82117. */
  82118. particleEmitterType: IParticleEmitterType;
  82119. /** @hidden */
  82120. _isSubEmitter: boolean;
  82121. /**
  82122. * Gets or sets the billboard mode to use when isBillboardBased = true.
  82123. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  82124. */
  82125. billboardMode: number;
  82126. protected _isBillboardBased: boolean;
  82127. /**
  82128. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  82129. */
  82130. isBillboardBased: boolean;
  82131. /**
  82132. * The scene the particle system belongs to.
  82133. */
  82134. protected _scene: Scene;
  82135. /**
  82136. * Local cache of defines for image processing.
  82137. */
  82138. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  82139. /**
  82140. * Default configuration related to image processing available in the standard Material.
  82141. */
  82142. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  82143. /**
  82144. * Gets the image processing configuration used either in this material.
  82145. */
  82146. /**
  82147. * Sets the Default image processing configuration used either in the this material.
  82148. *
  82149. * If sets to null, the scene one is in use.
  82150. */
  82151. imageProcessingConfiguration: ImageProcessingConfiguration;
  82152. /**
  82153. * Attaches a new image processing configuration to the Standard Material.
  82154. * @param configuration
  82155. */
  82156. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  82157. /** @hidden */
  82158. protected _reset(): void;
  82159. /** @hidden */
  82160. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  82161. /**
  82162. * Instantiates a particle system.
  82163. * 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.
  82164. * @param name The name of the particle system
  82165. */
  82166. constructor(name: string);
  82167. /**
  82168. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  82169. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82170. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82171. * @returns the emitter
  82172. */
  82173. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  82174. /**
  82175. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  82176. * @param radius The radius of the hemisphere to emit from
  82177. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82178. * @returns the emitter
  82179. */
  82180. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  82181. /**
  82182. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  82183. * @param radius The radius of the sphere to emit from
  82184. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82185. * @returns the emitter
  82186. */
  82187. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  82188. /**
  82189. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  82190. * @param radius The radius of the sphere to emit from
  82191. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  82192. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  82193. * @returns the emitter
  82194. */
  82195. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  82196. /**
  82197. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  82198. * @param radius The radius of the emission cylinder
  82199. * @param height The height of the emission cylinder
  82200. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  82201. * @param directionRandomizer How much to randomize the particle direction [0-1]
  82202. * @returns the emitter
  82203. */
  82204. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  82205. /**
  82206. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  82207. * @param radius The radius of the cylinder to emit from
  82208. * @param height The height of the emission cylinder
  82209. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82210. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  82211. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  82212. * @returns the emitter
  82213. */
  82214. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  82215. /**
  82216. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  82217. * @param radius The radius of the cone to emit from
  82218. * @param angle The base angle of the cone
  82219. * @returns the emitter
  82220. */
  82221. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  82222. /**
  82223. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  82224. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82225. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82226. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82227. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82228. * @returns the emitter
  82229. */
  82230. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  82231. }
  82232. }
  82233. declare module BABYLON {
  82234. /**
  82235. * Type of sub emitter
  82236. */
  82237. export enum SubEmitterType {
  82238. /**
  82239. * Attached to the particle over it's lifetime
  82240. */
  82241. ATTACHED = 0,
  82242. /**
  82243. * Created when the particle dies
  82244. */
  82245. END = 1
  82246. }
  82247. /**
  82248. * Sub emitter class used to emit particles from an existing particle
  82249. */
  82250. export class SubEmitter {
  82251. /**
  82252. * the particle system to be used by the sub emitter
  82253. */
  82254. particleSystem: ParticleSystem;
  82255. /**
  82256. * Type of the submitter (Default: END)
  82257. */
  82258. type: SubEmitterType;
  82259. /**
  82260. * 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)
  82261. * Note: This only is supported when using an emitter of type Mesh
  82262. */
  82263. inheritDirection: boolean;
  82264. /**
  82265. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  82266. */
  82267. inheritedVelocityAmount: number;
  82268. /**
  82269. * Creates a sub emitter
  82270. * @param particleSystem the particle system to be used by the sub emitter
  82271. */
  82272. constructor(
  82273. /**
  82274. * the particle system to be used by the sub emitter
  82275. */
  82276. particleSystem: ParticleSystem);
  82277. /**
  82278. * Clones the sub emitter
  82279. * @returns the cloned sub emitter
  82280. */
  82281. clone(): SubEmitter;
  82282. /**
  82283. * Serialize current object to a JSON object
  82284. * @returns the serialized object
  82285. */
  82286. serialize(): any;
  82287. /** @hidden */
  82288. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  82289. /**
  82290. * Creates a new SubEmitter from a serialized JSON version
  82291. * @param serializationObject defines the JSON object to read from
  82292. * @param scene defines the hosting scene
  82293. * @param rootUrl defines the rootUrl for data loading
  82294. * @returns a new SubEmitter
  82295. */
  82296. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  82297. /** Release associated resources */
  82298. dispose(): void;
  82299. }
  82300. }
  82301. declare module BABYLON {
  82302. /** @hidden */
  82303. export var clipPlaneFragmentDeclaration: {
  82304. name: string;
  82305. shader: string;
  82306. };
  82307. }
  82308. declare module BABYLON {
  82309. /** @hidden */
  82310. export var imageProcessingDeclaration: {
  82311. name: string;
  82312. shader: string;
  82313. };
  82314. }
  82315. declare module BABYLON {
  82316. /** @hidden */
  82317. export var imageProcessingFunctions: {
  82318. name: string;
  82319. shader: string;
  82320. };
  82321. }
  82322. declare module BABYLON {
  82323. /** @hidden */
  82324. export var clipPlaneFragment: {
  82325. name: string;
  82326. shader: string;
  82327. };
  82328. }
  82329. declare module BABYLON {
  82330. /** @hidden */
  82331. export var particlesPixelShader: {
  82332. name: string;
  82333. shader: string;
  82334. };
  82335. }
  82336. declare module BABYLON {
  82337. /** @hidden */
  82338. export var clipPlaneVertexDeclaration: {
  82339. name: string;
  82340. shader: string;
  82341. };
  82342. }
  82343. declare module BABYLON {
  82344. /** @hidden */
  82345. export var clipPlaneVertex: {
  82346. name: string;
  82347. shader: string;
  82348. };
  82349. }
  82350. declare module BABYLON {
  82351. /** @hidden */
  82352. export var particlesVertexShader: {
  82353. name: string;
  82354. shader: string;
  82355. };
  82356. }
  82357. declare module BABYLON {
  82358. /**
  82359. * This represents a particle system in Babylon.
  82360. * 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.
  82361. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  82362. * @example https://doc.babylonjs.com/babylon101/particles
  82363. */
  82364. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  82365. /**
  82366. * Billboard mode will only apply to Y axis
  82367. */
  82368. static readonly BILLBOARDMODE_Y: number;
  82369. /**
  82370. * Billboard mode will apply to all axes
  82371. */
  82372. static readonly BILLBOARDMODE_ALL: number;
  82373. /**
  82374. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  82375. */
  82376. static readonly BILLBOARDMODE_STRETCHED: number;
  82377. /**
  82378. * This function can be defined to provide custom update for active particles.
  82379. * This function will be called instead of regular update (age, position, color, etc.).
  82380. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  82381. */
  82382. updateFunction: (particles: Particle[]) => void;
  82383. private _emitterWorldMatrix;
  82384. /**
  82385. * This function can be defined to specify initial direction for every new particle.
  82386. * It by default use the emitterType defined function
  82387. */
  82388. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  82389. /**
  82390. * This function can be defined to specify initial position for every new particle.
  82391. * It by default use the emitterType defined function
  82392. */
  82393. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  82394. /**
  82395. * @hidden
  82396. */
  82397. _inheritedVelocityOffset: Vector3;
  82398. /**
  82399. * An event triggered when the system is disposed
  82400. */
  82401. onDisposeObservable: Observable<ParticleSystem>;
  82402. private _onDisposeObserver;
  82403. /**
  82404. * Sets a callback that will be triggered when the system is disposed
  82405. */
  82406. onDispose: () => void;
  82407. private _particles;
  82408. private _epsilon;
  82409. private _capacity;
  82410. private _stockParticles;
  82411. private _newPartsExcess;
  82412. private _vertexData;
  82413. private _vertexBuffer;
  82414. private _vertexBuffers;
  82415. private _spriteBuffer;
  82416. private _indexBuffer;
  82417. private _effect;
  82418. private _customEffect;
  82419. private _cachedDefines;
  82420. private _scaledColorStep;
  82421. private _colorDiff;
  82422. private _scaledDirection;
  82423. private _scaledGravity;
  82424. private _currentRenderId;
  82425. private _alive;
  82426. private _useInstancing;
  82427. private _started;
  82428. private _stopped;
  82429. private _actualFrame;
  82430. private _scaledUpdateSpeed;
  82431. private _vertexBufferSize;
  82432. /** @hidden */
  82433. _currentEmitRateGradient: Nullable<FactorGradient>;
  82434. /** @hidden */
  82435. _currentEmitRate1: number;
  82436. /** @hidden */
  82437. _currentEmitRate2: number;
  82438. /** @hidden */
  82439. _currentStartSizeGradient: Nullable<FactorGradient>;
  82440. /** @hidden */
  82441. _currentStartSize1: number;
  82442. /** @hidden */
  82443. _currentStartSize2: number;
  82444. private readonly _rawTextureWidth;
  82445. private _rampGradientsTexture;
  82446. private _useRampGradients;
  82447. /** Gets or sets a boolean indicating that ramp gradients must be used
  82448. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82449. */
  82450. useRampGradients: boolean;
  82451. /**
  82452. * 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.
  82453. * 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: [])
  82454. */
  82455. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  82456. private _subEmitters;
  82457. /**
  82458. * @hidden
  82459. * If the particle systems emitter should be disposed when the particle system is disposed
  82460. */
  82461. _disposeEmitterOnDispose: boolean;
  82462. /**
  82463. * The current active Sub-systems, this property is used by the root particle system only.
  82464. */
  82465. activeSubSystems: Array<ParticleSystem>;
  82466. private _rootParticleSystem;
  82467. /**
  82468. * Gets the current list of active particles
  82469. */
  82470. readonly particles: Particle[];
  82471. /**
  82472. * Returns the string "ParticleSystem"
  82473. * @returns a string containing the class name
  82474. */
  82475. getClassName(): string;
  82476. /**
  82477. * Instantiates a particle system.
  82478. * 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.
  82479. * @param name The name of the particle system
  82480. * @param capacity The max number of particles alive at the same time
  82481. * @param scene The scene the particle system belongs to
  82482. * @param customEffect a custom effect used to change the way particles are rendered by default
  82483. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  82484. * @param epsilon Offset used to render the particles
  82485. */
  82486. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  82487. private _addFactorGradient;
  82488. private _removeFactorGradient;
  82489. /**
  82490. * Adds a new life time gradient
  82491. * @param gradient defines the gradient to use (between 0 and 1)
  82492. * @param factor defines the life time factor to affect to the specified gradient
  82493. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82494. * @returns the current particle system
  82495. */
  82496. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82497. /**
  82498. * Remove a specific life time gradient
  82499. * @param gradient defines the gradient to remove
  82500. * @returns the current particle system
  82501. */
  82502. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82503. /**
  82504. * Adds a new size gradient
  82505. * @param gradient defines the gradient to use (between 0 and 1)
  82506. * @param factor defines the size factor to affect to the specified gradient
  82507. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82508. * @returns the current particle system
  82509. */
  82510. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82511. /**
  82512. * Remove a specific size gradient
  82513. * @param gradient defines the gradient to remove
  82514. * @returns the current particle system
  82515. */
  82516. removeSizeGradient(gradient: number): IParticleSystem;
  82517. /**
  82518. * Adds a new color remap gradient
  82519. * @param gradient defines the gradient to use (between 0 and 1)
  82520. * @param min defines the color remap minimal range
  82521. * @param max defines the color remap maximal range
  82522. * @returns the current particle system
  82523. */
  82524. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82525. /**
  82526. * Remove a specific color remap gradient
  82527. * @param gradient defines the gradient to remove
  82528. * @returns the current particle system
  82529. */
  82530. removeColorRemapGradient(gradient: number): IParticleSystem;
  82531. /**
  82532. * Adds a new alpha remap gradient
  82533. * @param gradient defines the gradient to use (between 0 and 1)
  82534. * @param min defines the alpha remap minimal range
  82535. * @param max defines the alpha remap maximal range
  82536. * @returns the current particle system
  82537. */
  82538. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82539. /**
  82540. * Remove a specific alpha remap gradient
  82541. * @param gradient defines the gradient to remove
  82542. * @returns the current particle system
  82543. */
  82544. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  82545. /**
  82546. * Adds a new angular speed gradient
  82547. * @param gradient defines the gradient to use (between 0 and 1)
  82548. * @param factor defines the angular speed to affect to the specified gradient
  82549. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82550. * @returns the current particle system
  82551. */
  82552. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82553. /**
  82554. * Remove a specific angular speed gradient
  82555. * @param gradient defines the gradient to remove
  82556. * @returns the current particle system
  82557. */
  82558. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  82559. /**
  82560. * Adds a new velocity gradient
  82561. * @param gradient defines the gradient to use (between 0 and 1)
  82562. * @param factor defines the velocity to affect to the specified gradient
  82563. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82564. * @returns the current particle system
  82565. */
  82566. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82567. /**
  82568. * Remove a specific velocity gradient
  82569. * @param gradient defines the gradient to remove
  82570. * @returns the current particle system
  82571. */
  82572. removeVelocityGradient(gradient: number): IParticleSystem;
  82573. /**
  82574. * Adds a new limit velocity gradient
  82575. * @param gradient defines the gradient to use (between 0 and 1)
  82576. * @param factor defines the limit velocity value to affect to the specified gradient
  82577. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82578. * @returns the current particle system
  82579. */
  82580. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82581. /**
  82582. * Remove a specific limit velocity gradient
  82583. * @param gradient defines the gradient to remove
  82584. * @returns the current particle system
  82585. */
  82586. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  82587. /**
  82588. * Adds a new drag gradient
  82589. * @param gradient defines the gradient to use (between 0 and 1)
  82590. * @param factor defines the drag value to affect to the specified gradient
  82591. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82592. * @returns the current particle system
  82593. */
  82594. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82595. /**
  82596. * Remove a specific drag gradient
  82597. * @param gradient defines the gradient to remove
  82598. * @returns the current particle system
  82599. */
  82600. removeDragGradient(gradient: number): IParticleSystem;
  82601. /**
  82602. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  82603. * @param gradient defines the gradient to use (between 0 and 1)
  82604. * @param factor defines the emit rate value to affect to the specified gradient
  82605. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82606. * @returns the current particle system
  82607. */
  82608. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82609. /**
  82610. * Remove a specific emit rate gradient
  82611. * @param gradient defines the gradient to remove
  82612. * @returns the current particle system
  82613. */
  82614. removeEmitRateGradient(gradient: number): IParticleSystem;
  82615. /**
  82616. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  82617. * @param gradient defines the gradient to use (between 0 and 1)
  82618. * @param factor defines the start size value to affect to the specified gradient
  82619. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82620. * @returns the current particle system
  82621. */
  82622. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82623. /**
  82624. * Remove a specific start size gradient
  82625. * @param gradient defines the gradient to remove
  82626. * @returns the current particle system
  82627. */
  82628. removeStartSizeGradient(gradient: number): IParticleSystem;
  82629. private _createRampGradientTexture;
  82630. /**
  82631. * Gets the current list of ramp gradients.
  82632. * You must use addRampGradient and removeRampGradient to udpate this list
  82633. * @returns the list of ramp gradients
  82634. */
  82635. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82636. /**
  82637. * Adds a new ramp gradient used to remap particle colors
  82638. * @param gradient defines the gradient to use (between 0 and 1)
  82639. * @param color defines the color to affect to the specified gradient
  82640. * @returns the current particle system
  82641. */
  82642. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  82643. /**
  82644. * Remove a specific ramp gradient
  82645. * @param gradient defines the gradient to remove
  82646. * @returns the current particle system
  82647. */
  82648. removeRampGradient(gradient: number): ParticleSystem;
  82649. /**
  82650. * Adds a new color gradient
  82651. * @param gradient defines the gradient to use (between 0 and 1)
  82652. * @param color1 defines the color to affect to the specified gradient
  82653. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  82654. * @returns this particle system
  82655. */
  82656. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  82657. /**
  82658. * Remove a specific color gradient
  82659. * @param gradient defines the gradient to remove
  82660. * @returns this particle system
  82661. */
  82662. removeColorGradient(gradient: number): IParticleSystem;
  82663. private _fetchR;
  82664. protected _reset(): void;
  82665. private _resetEffect;
  82666. private _createVertexBuffers;
  82667. private _createIndexBuffer;
  82668. /**
  82669. * Gets the maximum number of particles active at the same time.
  82670. * @returns The max number of active particles.
  82671. */
  82672. getCapacity(): number;
  82673. /**
  82674. * Gets whether there are still active particles in the system.
  82675. * @returns True if it is alive, otherwise false.
  82676. */
  82677. isAlive(): boolean;
  82678. /**
  82679. * Gets if the system has been started. (Note: this will still be true after stop is called)
  82680. * @returns True if it has been started, otherwise false.
  82681. */
  82682. isStarted(): boolean;
  82683. private _prepareSubEmitterInternalArray;
  82684. /**
  82685. * Starts the particle system and begins to emit
  82686. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  82687. */
  82688. start(delay?: number): void;
  82689. /**
  82690. * Stops the particle system.
  82691. * @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.
  82692. */
  82693. stop(stopSubEmitters?: boolean): void;
  82694. /**
  82695. * Remove all active particles
  82696. */
  82697. reset(): void;
  82698. /**
  82699. * @hidden (for internal use only)
  82700. */
  82701. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  82702. /**
  82703. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  82704. * Its lifetime will start back at 0.
  82705. */
  82706. recycleParticle: (particle: Particle) => void;
  82707. private _stopSubEmitters;
  82708. private _createParticle;
  82709. private _removeFromRoot;
  82710. private _emitFromParticle;
  82711. private _update;
  82712. /** @hidden */
  82713. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  82714. /** @hidden */
  82715. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  82716. /** @hidden */
  82717. private _getEffect;
  82718. /**
  82719. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  82720. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  82721. */
  82722. animate(preWarmOnly?: boolean): void;
  82723. private _appendParticleVertices;
  82724. /**
  82725. * Rebuilds the particle system.
  82726. */
  82727. rebuild(): void;
  82728. /**
  82729. * Is this system ready to be used/rendered
  82730. * @return true if the system is ready
  82731. */
  82732. isReady(): boolean;
  82733. private _render;
  82734. /**
  82735. * Renders the particle system in its current state.
  82736. * @returns the current number of particles
  82737. */
  82738. render(): number;
  82739. /**
  82740. * Disposes the particle system and free the associated resources
  82741. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  82742. */
  82743. dispose(disposeTexture?: boolean): void;
  82744. /**
  82745. * Clones the particle system.
  82746. * @param name The name of the cloned object
  82747. * @param newEmitter The new emitter to use
  82748. * @returns the cloned particle system
  82749. */
  82750. clone(name: string, newEmitter: any): ParticleSystem;
  82751. /**
  82752. * Serializes the particle system to a JSON object.
  82753. * @returns the JSON object
  82754. */
  82755. serialize(): any;
  82756. /** @hidden */
  82757. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  82758. /** @hidden */
  82759. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  82760. /**
  82761. * Parses a JSON object to create a particle system.
  82762. * @param parsedParticleSystem The JSON object to parse
  82763. * @param scene The scene to create the particle system in
  82764. * @param rootUrl The root url to use to load external dependencies like texture
  82765. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  82766. * @returns the Parsed particle system
  82767. */
  82768. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  82769. }
  82770. }
  82771. declare module BABYLON {
  82772. /**
  82773. * A particle represents one of the element emitted by a particle system.
  82774. * This is mainly define by its coordinates, direction, velocity and age.
  82775. */
  82776. export class Particle {
  82777. /**
  82778. * The particle system the particle belongs to.
  82779. */
  82780. particleSystem: ParticleSystem;
  82781. private static _Count;
  82782. /**
  82783. * Unique ID of the particle
  82784. */
  82785. id: number;
  82786. /**
  82787. * The world position of the particle in the scene.
  82788. */
  82789. position: Vector3;
  82790. /**
  82791. * The world direction of the particle in the scene.
  82792. */
  82793. direction: Vector3;
  82794. /**
  82795. * The color of the particle.
  82796. */
  82797. color: Color4;
  82798. /**
  82799. * The color change of the particle per step.
  82800. */
  82801. colorStep: Color4;
  82802. /**
  82803. * Defines how long will the life of the particle be.
  82804. */
  82805. lifeTime: number;
  82806. /**
  82807. * The current age of the particle.
  82808. */
  82809. age: number;
  82810. /**
  82811. * The current size of the particle.
  82812. */
  82813. size: number;
  82814. /**
  82815. * The current scale of the particle.
  82816. */
  82817. scale: Vector2;
  82818. /**
  82819. * The current angle of the particle.
  82820. */
  82821. angle: number;
  82822. /**
  82823. * Defines how fast is the angle changing.
  82824. */
  82825. angularSpeed: number;
  82826. /**
  82827. * Defines the cell index used by the particle to be rendered from a sprite.
  82828. */
  82829. cellIndex: number;
  82830. /**
  82831. * The information required to support color remapping
  82832. */
  82833. remapData: Vector4;
  82834. /** @hidden */
  82835. _randomCellOffset?: number;
  82836. /** @hidden */
  82837. _initialDirection: Nullable<Vector3>;
  82838. /** @hidden */
  82839. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  82840. /** @hidden */
  82841. _initialStartSpriteCellID: number;
  82842. /** @hidden */
  82843. _initialEndSpriteCellID: number;
  82844. /** @hidden */
  82845. _currentColorGradient: Nullable<ColorGradient>;
  82846. /** @hidden */
  82847. _currentColor1: Color4;
  82848. /** @hidden */
  82849. _currentColor2: Color4;
  82850. /** @hidden */
  82851. _currentSizeGradient: Nullable<FactorGradient>;
  82852. /** @hidden */
  82853. _currentSize1: number;
  82854. /** @hidden */
  82855. _currentSize2: number;
  82856. /** @hidden */
  82857. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  82858. /** @hidden */
  82859. _currentAngularSpeed1: number;
  82860. /** @hidden */
  82861. _currentAngularSpeed2: number;
  82862. /** @hidden */
  82863. _currentVelocityGradient: Nullable<FactorGradient>;
  82864. /** @hidden */
  82865. _currentVelocity1: number;
  82866. /** @hidden */
  82867. _currentVelocity2: number;
  82868. /** @hidden */
  82869. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  82870. /** @hidden */
  82871. _currentLimitVelocity1: number;
  82872. /** @hidden */
  82873. _currentLimitVelocity2: number;
  82874. /** @hidden */
  82875. _currentDragGradient: Nullable<FactorGradient>;
  82876. /** @hidden */
  82877. _currentDrag1: number;
  82878. /** @hidden */
  82879. _currentDrag2: number;
  82880. /** @hidden */
  82881. _randomNoiseCoordinates1: Vector3;
  82882. /** @hidden */
  82883. _randomNoiseCoordinates2: Vector3;
  82884. /**
  82885. * Creates a new instance Particle
  82886. * @param particleSystem the particle system the particle belongs to
  82887. */
  82888. constructor(
  82889. /**
  82890. * The particle system the particle belongs to.
  82891. */
  82892. particleSystem: ParticleSystem);
  82893. private updateCellInfoFromSystem;
  82894. /**
  82895. * Defines how the sprite cell index is updated for the particle
  82896. */
  82897. updateCellIndex(): void;
  82898. /** @hidden */
  82899. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  82900. /** @hidden */
  82901. _inheritParticleInfoToSubEmitters(): void;
  82902. /** @hidden */
  82903. _reset(): void;
  82904. /**
  82905. * Copy the properties of particle to another one.
  82906. * @param other the particle to copy the information to.
  82907. */
  82908. copyTo(other: Particle): void;
  82909. }
  82910. }
  82911. declare module BABYLON {
  82912. /**
  82913. * Particle emitter represents a volume emitting particles.
  82914. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  82915. */
  82916. export interface IParticleEmitterType {
  82917. /**
  82918. * Called by the particle System when the direction is computed for the created particle.
  82919. * @param worldMatrix is the world matrix of the particle system
  82920. * @param directionToUpdate is the direction vector to update with the result
  82921. * @param particle is the particle we are computed the direction for
  82922. */
  82923. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82924. /**
  82925. * Called by the particle System when the position is computed for the created particle.
  82926. * @param worldMatrix is the world matrix of the particle system
  82927. * @param positionToUpdate is the position vector to update with the result
  82928. * @param particle is the particle we are computed the position for
  82929. */
  82930. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82931. /**
  82932. * Clones the current emitter and returns a copy of it
  82933. * @returns the new emitter
  82934. */
  82935. clone(): IParticleEmitterType;
  82936. /**
  82937. * Called by the GPUParticleSystem to setup the update shader
  82938. * @param effect defines the update shader
  82939. */
  82940. applyToShader(effect: Effect): void;
  82941. /**
  82942. * Returns a string to use to update the GPU particles update shader
  82943. * @returns the effect defines string
  82944. */
  82945. getEffectDefines(): string;
  82946. /**
  82947. * Returns a string representing the class name
  82948. * @returns a string containing the class name
  82949. */
  82950. getClassName(): string;
  82951. /**
  82952. * Serializes the particle system to a JSON object.
  82953. * @returns the JSON object
  82954. */
  82955. serialize(): any;
  82956. /**
  82957. * Parse properties from a JSON object
  82958. * @param serializationObject defines the JSON object
  82959. */
  82960. parse(serializationObject: any): void;
  82961. }
  82962. }
  82963. declare module BABYLON {
  82964. /**
  82965. * Particle emitter emitting particles from the inside of a box.
  82966. * It emits the particles randomly between 2 given directions.
  82967. */
  82968. export class BoxParticleEmitter implements IParticleEmitterType {
  82969. /**
  82970. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82971. */
  82972. direction1: Vector3;
  82973. /**
  82974. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82975. */
  82976. direction2: Vector3;
  82977. /**
  82978. * 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.
  82979. */
  82980. minEmitBox: Vector3;
  82981. /**
  82982. * 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.
  82983. */
  82984. maxEmitBox: Vector3;
  82985. /**
  82986. * Creates a new instance BoxParticleEmitter
  82987. */
  82988. constructor();
  82989. /**
  82990. * Called by the particle System when the direction is computed for the created particle.
  82991. * @param worldMatrix is the world matrix of the particle system
  82992. * @param directionToUpdate is the direction vector to update with the result
  82993. * @param particle is the particle we are computed the direction for
  82994. */
  82995. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82996. /**
  82997. * Called by the particle System when the position is computed for the created particle.
  82998. * @param worldMatrix is the world matrix of the particle system
  82999. * @param positionToUpdate is the position vector to update with the result
  83000. * @param particle is the particle we are computed the position for
  83001. */
  83002. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83003. /**
  83004. * Clones the current emitter and returns a copy of it
  83005. * @returns the new emitter
  83006. */
  83007. clone(): BoxParticleEmitter;
  83008. /**
  83009. * Called by the GPUParticleSystem to setup the update shader
  83010. * @param effect defines the update shader
  83011. */
  83012. applyToShader(effect: Effect): void;
  83013. /**
  83014. * Returns a string to use to update the GPU particles update shader
  83015. * @returns a string containng the defines string
  83016. */
  83017. getEffectDefines(): string;
  83018. /**
  83019. * Returns the string "BoxParticleEmitter"
  83020. * @returns a string containing the class name
  83021. */
  83022. getClassName(): string;
  83023. /**
  83024. * Serializes the particle system to a JSON object.
  83025. * @returns the JSON object
  83026. */
  83027. serialize(): any;
  83028. /**
  83029. * Parse properties from a JSON object
  83030. * @param serializationObject defines the JSON object
  83031. */
  83032. parse(serializationObject: any): void;
  83033. }
  83034. }
  83035. declare module BABYLON {
  83036. /**
  83037. * Particle emitter emitting particles from the inside of a cone.
  83038. * It emits the particles alongside the cone volume from the base to the particle.
  83039. * The emission direction might be randomized.
  83040. */
  83041. export class ConeParticleEmitter implements IParticleEmitterType {
  83042. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  83043. directionRandomizer: number;
  83044. private _radius;
  83045. private _angle;
  83046. private _height;
  83047. /**
  83048. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  83049. */
  83050. radiusRange: number;
  83051. /**
  83052. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  83053. */
  83054. heightRange: number;
  83055. /**
  83056. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  83057. */
  83058. emitFromSpawnPointOnly: boolean;
  83059. /**
  83060. * Gets or sets the radius of the emission cone
  83061. */
  83062. radius: number;
  83063. /**
  83064. * Gets or sets the angle of the emission cone
  83065. */
  83066. angle: number;
  83067. private _buildHeight;
  83068. /**
  83069. * Creates a new instance ConeParticleEmitter
  83070. * @param radius the radius of the emission cone (1 by default)
  83071. * @param angle the cone base angle (PI by default)
  83072. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  83073. */
  83074. constructor(radius?: number, angle?: number,
  83075. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  83076. directionRandomizer?: number);
  83077. /**
  83078. * Called by the particle System when the direction is computed for the created particle.
  83079. * @param worldMatrix is the world matrix of the particle system
  83080. * @param directionToUpdate is the direction vector to update with the result
  83081. * @param particle is the particle we are computed the direction for
  83082. */
  83083. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83084. /**
  83085. * Called by the particle System when the position is computed for the created particle.
  83086. * @param worldMatrix is the world matrix of the particle system
  83087. * @param positionToUpdate is the position vector to update with the result
  83088. * @param particle is the particle we are computed the position for
  83089. */
  83090. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83091. /**
  83092. * Clones the current emitter and returns a copy of it
  83093. * @returns the new emitter
  83094. */
  83095. clone(): ConeParticleEmitter;
  83096. /**
  83097. * Called by the GPUParticleSystem to setup the update shader
  83098. * @param effect defines the update shader
  83099. */
  83100. applyToShader(effect: Effect): void;
  83101. /**
  83102. * Returns a string to use to update the GPU particles update shader
  83103. * @returns a string containng the defines string
  83104. */
  83105. getEffectDefines(): string;
  83106. /**
  83107. * Returns the string "ConeParticleEmitter"
  83108. * @returns a string containing the class name
  83109. */
  83110. getClassName(): string;
  83111. /**
  83112. * Serializes the particle system to a JSON object.
  83113. * @returns the JSON object
  83114. */
  83115. serialize(): any;
  83116. /**
  83117. * Parse properties from a JSON object
  83118. * @param serializationObject defines the JSON object
  83119. */
  83120. parse(serializationObject: any): void;
  83121. }
  83122. }
  83123. declare module BABYLON {
  83124. /**
  83125. * Particle emitter emitting particles from the inside of a cylinder.
  83126. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  83127. */
  83128. export class CylinderParticleEmitter implements IParticleEmitterType {
  83129. /**
  83130. * The radius of the emission cylinder.
  83131. */
  83132. radius: number;
  83133. /**
  83134. * The height of the emission cylinder.
  83135. */
  83136. height: number;
  83137. /**
  83138. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83139. */
  83140. radiusRange: number;
  83141. /**
  83142. * How much to randomize the particle direction [0-1].
  83143. */
  83144. directionRandomizer: number;
  83145. /**
  83146. * Creates a new instance CylinderParticleEmitter
  83147. * @param radius the radius of the emission cylinder (1 by default)
  83148. * @param height the height of the emission cylinder (1 by default)
  83149. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83150. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83151. */
  83152. constructor(
  83153. /**
  83154. * The radius of the emission cylinder.
  83155. */
  83156. radius?: number,
  83157. /**
  83158. * The height of the emission cylinder.
  83159. */
  83160. height?: number,
  83161. /**
  83162. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83163. */
  83164. radiusRange?: number,
  83165. /**
  83166. * How much to randomize the particle direction [0-1].
  83167. */
  83168. directionRandomizer?: number);
  83169. /**
  83170. * Called by the particle System when the direction is computed for the created particle.
  83171. * @param worldMatrix is the world matrix of the particle system
  83172. * @param directionToUpdate is the direction vector to update with the result
  83173. * @param particle is the particle we are computed the direction for
  83174. */
  83175. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83176. /**
  83177. * Called by the particle System when the position is computed for the created particle.
  83178. * @param worldMatrix is the world matrix of the particle system
  83179. * @param positionToUpdate is the position vector to update with the result
  83180. * @param particle is the particle we are computed the position for
  83181. */
  83182. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83183. /**
  83184. * Clones the current emitter and returns a copy of it
  83185. * @returns the new emitter
  83186. */
  83187. clone(): CylinderParticleEmitter;
  83188. /**
  83189. * Called by the GPUParticleSystem to setup the update shader
  83190. * @param effect defines the update shader
  83191. */
  83192. applyToShader(effect: Effect): void;
  83193. /**
  83194. * Returns a string to use to update the GPU particles update shader
  83195. * @returns a string containng the defines string
  83196. */
  83197. getEffectDefines(): string;
  83198. /**
  83199. * Returns the string "CylinderParticleEmitter"
  83200. * @returns a string containing the class name
  83201. */
  83202. getClassName(): string;
  83203. /**
  83204. * Serializes the particle system to a JSON object.
  83205. * @returns the JSON object
  83206. */
  83207. serialize(): any;
  83208. /**
  83209. * Parse properties from a JSON object
  83210. * @param serializationObject defines the JSON object
  83211. */
  83212. parse(serializationObject: any): void;
  83213. }
  83214. /**
  83215. * Particle emitter emitting particles from the inside of a cylinder.
  83216. * It emits the particles randomly between two vectors.
  83217. */
  83218. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  83219. /**
  83220. * The min limit of the emission direction.
  83221. */
  83222. direction1: Vector3;
  83223. /**
  83224. * The max limit of the emission direction.
  83225. */
  83226. direction2: Vector3;
  83227. /**
  83228. * Creates a new instance CylinderDirectedParticleEmitter
  83229. * @param radius the radius of the emission cylinder (1 by default)
  83230. * @param height the height of the emission cylinder (1 by default)
  83231. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83232. * @param direction1 the min limit of the emission direction (up vector by default)
  83233. * @param direction2 the max limit of the emission direction (up vector by default)
  83234. */
  83235. constructor(radius?: number, height?: number, radiusRange?: number,
  83236. /**
  83237. * The min limit of the emission direction.
  83238. */
  83239. direction1?: Vector3,
  83240. /**
  83241. * The max limit of the emission direction.
  83242. */
  83243. direction2?: Vector3);
  83244. /**
  83245. * Called by the particle System when the direction is computed for the created particle.
  83246. * @param worldMatrix is the world matrix of the particle system
  83247. * @param directionToUpdate is the direction vector to update with the result
  83248. * @param particle is the particle we are computed the direction for
  83249. */
  83250. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83251. /**
  83252. * Clones the current emitter and returns a copy of it
  83253. * @returns the new emitter
  83254. */
  83255. clone(): CylinderDirectedParticleEmitter;
  83256. /**
  83257. * Called by the GPUParticleSystem to setup the update shader
  83258. * @param effect defines the update shader
  83259. */
  83260. applyToShader(effect: Effect): void;
  83261. /**
  83262. * Returns a string to use to update the GPU particles update shader
  83263. * @returns a string containng the defines string
  83264. */
  83265. getEffectDefines(): string;
  83266. /**
  83267. * Returns the string "CylinderDirectedParticleEmitter"
  83268. * @returns a string containing the class name
  83269. */
  83270. getClassName(): string;
  83271. /**
  83272. * Serializes the particle system to a JSON object.
  83273. * @returns the JSON object
  83274. */
  83275. serialize(): any;
  83276. /**
  83277. * Parse properties from a JSON object
  83278. * @param serializationObject defines the JSON object
  83279. */
  83280. parse(serializationObject: any): void;
  83281. }
  83282. }
  83283. declare module BABYLON {
  83284. /**
  83285. * Particle emitter emitting particles from the inside of a hemisphere.
  83286. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  83287. */
  83288. export class HemisphericParticleEmitter implements IParticleEmitterType {
  83289. /**
  83290. * The radius of the emission hemisphere.
  83291. */
  83292. radius: number;
  83293. /**
  83294. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83295. */
  83296. radiusRange: number;
  83297. /**
  83298. * How much to randomize the particle direction [0-1].
  83299. */
  83300. directionRandomizer: number;
  83301. /**
  83302. * Creates a new instance HemisphericParticleEmitter
  83303. * @param radius the radius of the emission hemisphere (1 by default)
  83304. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83305. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83306. */
  83307. constructor(
  83308. /**
  83309. * The radius of the emission hemisphere.
  83310. */
  83311. radius?: number,
  83312. /**
  83313. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83314. */
  83315. radiusRange?: number,
  83316. /**
  83317. * How much to randomize the particle direction [0-1].
  83318. */
  83319. directionRandomizer?: number);
  83320. /**
  83321. * Called by the particle System when the direction is computed for the created particle.
  83322. * @param worldMatrix is the world matrix of the particle system
  83323. * @param directionToUpdate is the direction vector to update with the result
  83324. * @param particle is the particle we are computed the direction for
  83325. */
  83326. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83327. /**
  83328. * Called by the particle System when the position is computed for the created particle.
  83329. * @param worldMatrix is the world matrix of the particle system
  83330. * @param positionToUpdate is the position vector to update with the result
  83331. * @param particle is the particle we are computed the position for
  83332. */
  83333. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83334. /**
  83335. * Clones the current emitter and returns a copy of it
  83336. * @returns the new emitter
  83337. */
  83338. clone(): HemisphericParticleEmitter;
  83339. /**
  83340. * Called by the GPUParticleSystem to setup the update shader
  83341. * @param effect defines the update shader
  83342. */
  83343. applyToShader(effect: Effect): void;
  83344. /**
  83345. * Returns a string to use to update the GPU particles update shader
  83346. * @returns a string containng the defines string
  83347. */
  83348. getEffectDefines(): string;
  83349. /**
  83350. * Returns the string "HemisphericParticleEmitter"
  83351. * @returns a string containing the class name
  83352. */
  83353. getClassName(): string;
  83354. /**
  83355. * Serializes the particle system to a JSON object.
  83356. * @returns the JSON object
  83357. */
  83358. serialize(): any;
  83359. /**
  83360. * Parse properties from a JSON object
  83361. * @param serializationObject defines the JSON object
  83362. */
  83363. parse(serializationObject: any): void;
  83364. }
  83365. }
  83366. declare module BABYLON {
  83367. /**
  83368. * Particle emitter emitting particles from a point.
  83369. * It emits the particles randomly between 2 given directions.
  83370. */
  83371. export class PointParticleEmitter implements IParticleEmitterType {
  83372. /**
  83373. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83374. */
  83375. direction1: Vector3;
  83376. /**
  83377. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83378. */
  83379. direction2: Vector3;
  83380. /**
  83381. * Creates a new instance PointParticleEmitter
  83382. */
  83383. constructor();
  83384. /**
  83385. * Called by the particle System when the direction is computed for the created particle.
  83386. * @param worldMatrix is the world matrix of the particle system
  83387. * @param directionToUpdate is the direction vector to update with the result
  83388. * @param particle is the particle we are computed the direction for
  83389. */
  83390. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83391. /**
  83392. * Called by the particle System when the position is computed for the created particle.
  83393. * @param worldMatrix is the world matrix of the particle system
  83394. * @param positionToUpdate is the position vector to update with the result
  83395. * @param particle is the particle we are computed the position for
  83396. */
  83397. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83398. /**
  83399. * Clones the current emitter and returns a copy of it
  83400. * @returns the new emitter
  83401. */
  83402. clone(): PointParticleEmitter;
  83403. /**
  83404. * Called by the GPUParticleSystem to setup the update shader
  83405. * @param effect defines the update shader
  83406. */
  83407. applyToShader(effect: Effect): void;
  83408. /**
  83409. * Returns a string to use to update the GPU particles update shader
  83410. * @returns a string containng the defines string
  83411. */
  83412. getEffectDefines(): string;
  83413. /**
  83414. * Returns the string "PointParticleEmitter"
  83415. * @returns a string containing the class name
  83416. */
  83417. getClassName(): string;
  83418. /**
  83419. * Serializes the particle system to a JSON object.
  83420. * @returns the JSON object
  83421. */
  83422. serialize(): any;
  83423. /**
  83424. * Parse properties from a JSON object
  83425. * @param serializationObject defines the JSON object
  83426. */
  83427. parse(serializationObject: any): void;
  83428. }
  83429. }
  83430. declare module BABYLON {
  83431. /**
  83432. * Particle emitter emitting particles from the inside of a sphere.
  83433. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  83434. */
  83435. export class SphereParticleEmitter implements IParticleEmitterType {
  83436. /**
  83437. * The radius of the emission sphere.
  83438. */
  83439. radius: number;
  83440. /**
  83441. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83442. */
  83443. radiusRange: number;
  83444. /**
  83445. * How much to randomize the particle direction [0-1].
  83446. */
  83447. directionRandomizer: number;
  83448. /**
  83449. * Creates a new instance SphereParticleEmitter
  83450. * @param radius the radius of the emission sphere (1 by default)
  83451. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83452. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83453. */
  83454. constructor(
  83455. /**
  83456. * The radius of the emission sphere.
  83457. */
  83458. radius?: number,
  83459. /**
  83460. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83461. */
  83462. radiusRange?: number,
  83463. /**
  83464. * How much to randomize the particle direction [0-1].
  83465. */
  83466. directionRandomizer?: number);
  83467. /**
  83468. * Called by the particle System when the direction is computed for the created particle.
  83469. * @param worldMatrix is the world matrix of the particle system
  83470. * @param directionToUpdate is the direction vector to update with the result
  83471. * @param particle is the particle we are computed the direction for
  83472. */
  83473. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83474. /**
  83475. * Called by the particle System when the position is computed for the created particle.
  83476. * @param worldMatrix is the world matrix of the particle system
  83477. * @param positionToUpdate is the position vector to update with the result
  83478. * @param particle is the particle we are computed the position for
  83479. */
  83480. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83481. /**
  83482. * Clones the current emitter and returns a copy of it
  83483. * @returns the new emitter
  83484. */
  83485. clone(): SphereParticleEmitter;
  83486. /**
  83487. * Called by the GPUParticleSystem to setup the update shader
  83488. * @param effect defines the update shader
  83489. */
  83490. applyToShader(effect: Effect): void;
  83491. /**
  83492. * Returns a string to use to update the GPU particles update shader
  83493. * @returns a string containng the defines string
  83494. */
  83495. getEffectDefines(): string;
  83496. /**
  83497. * Returns the string "SphereParticleEmitter"
  83498. * @returns a string containing the class name
  83499. */
  83500. getClassName(): string;
  83501. /**
  83502. * Serializes the particle system to a JSON object.
  83503. * @returns the JSON object
  83504. */
  83505. serialize(): any;
  83506. /**
  83507. * Parse properties from a JSON object
  83508. * @param serializationObject defines the JSON object
  83509. */
  83510. parse(serializationObject: any): void;
  83511. }
  83512. /**
  83513. * Particle emitter emitting particles from the inside of a sphere.
  83514. * It emits the particles randomly between two vectors.
  83515. */
  83516. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  83517. /**
  83518. * The min limit of the emission direction.
  83519. */
  83520. direction1: Vector3;
  83521. /**
  83522. * The max limit of the emission direction.
  83523. */
  83524. direction2: Vector3;
  83525. /**
  83526. * Creates a new instance SphereDirectedParticleEmitter
  83527. * @param radius the radius of the emission sphere (1 by default)
  83528. * @param direction1 the min limit of the emission direction (up vector by default)
  83529. * @param direction2 the max limit of the emission direction (up vector by default)
  83530. */
  83531. constructor(radius?: number,
  83532. /**
  83533. * The min limit of the emission direction.
  83534. */
  83535. direction1?: Vector3,
  83536. /**
  83537. * The max limit of the emission direction.
  83538. */
  83539. direction2?: Vector3);
  83540. /**
  83541. * Called by the particle System when the direction is computed for the created particle.
  83542. * @param worldMatrix is the world matrix of the particle system
  83543. * @param directionToUpdate is the direction vector to update with the result
  83544. * @param particle is the particle we are computed the direction for
  83545. */
  83546. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83547. /**
  83548. * Clones the current emitter and returns a copy of it
  83549. * @returns the new emitter
  83550. */
  83551. clone(): SphereDirectedParticleEmitter;
  83552. /**
  83553. * Called by the GPUParticleSystem to setup the update shader
  83554. * @param effect defines the update shader
  83555. */
  83556. applyToShader(effect: Effect): void;
  83557. /**
  83558. * Returns a string to use to update the GPU particles update shader
  83559. * @returns a string containng the defines string
  83560. */
  83561. getEffectDefines(): string;
  83562. /**
  83563. * Returns the string "SphereDirectedParticleEmitter"
  83564. * @returns a string containing the class name
  83565. */
  83566. getClassName(): string;
  83567. /**
  83568. * Serializes the particle system to a JSON object.
  83569. * @returns the JSON object
  83570. */
  83571. serialize(): any;
  83572. /**
  83573. * Parse properties from a JSON object
  83574. * @param serializationObject defines the JSON object
  83575. */
  83576. parse(serializationObject: any): void;
  83577. }
  83578. }
  83579. declare module BABYLON {
  83580. /**
  83581. * Interface representing a particle system in Babylon.js.
  83582. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  83583. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  83584. */
  83585. export interface IParticleSystem {
  83586. /**
  83587. * List of animations used by the particle system.
  83588. */
  83589. animations: Animation[];
  83590. /**
  83591. * The id of the Particle system.
  83592. */
  83593. id: string;
  83594. /**
  83595. * The name of the Particle system.
  83596. */
  83597. name: string;
  83598. /**
  83599. * The emitter represents the Mesh or position we are attaching the particle system to.
  83600. */
  83601. emitter: Nullable<AbstractMesh | Vector3>;
  83602. /**
  83603. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  83604. */
  83605. isBillboardBased: boolean;
  83606. /**
  83607. * The rendering group used by the Particle system to chose when to render.
  83608. */
  83609. renderingGroupId: number;
  83610. /**
  83611. * The layer mask we are rendering the particles through.
  83612. */
  83613. layerMask: number;
  83614. /**
  83615. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  83616. */
  83617. updateSpeed: number;
  83618. /**
  83619. * The amount of time the particle system is running (depends of the overall update speed).
  83620. */
  83621. targetStopDuration: number;
  83622. /**
  83623. * The texture used to render each particle. (this can be a spritesheet)
  83624. */
  83625. particleTexture: Nullable<Texture>;
  83626. /**
  83627. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  83628. */
  83629. blendMode: number;
  83630. /**
  83631. * Minimum life time of emitting particles.
  83632. */
  83633. minLifeTime: number;
  83634. /**
  83635. * Maximum life time of emitting particles.
  83636. */
  83637. maxLifeTime: number;
  83638. /**
  83639. * Minimum Size of emitting particles.
  83640. */
  83641. minSize: number;
  83642. /**
  83643. * Maximum Size of emitting particles.
  83644. */
  83645. maxSize: number;
  83646. /**
  83647. * Minimum scale of emitting particles on X axis.
  83648. */
  83649. minScaleX: number;
  83650. /**
  83651. * Maximum scale of emitting particles on X axis.
  83652. */
  83653. maxScaleX: number;
  83654. /**
  83655. * Minimum scale of emitting particles on Y axis.
  83656. */
  83657. minScaleY: number;
  83658. /**
  83659. * Maximum scale of emitting particles on Y axis.
  83660. */
  83661. maxScaleY: number;
  83662. /**
  83663. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  83664. */
  83665. color1: Color4;
  83666. /**
  83667. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  83668. */
  83669. color2: Color4;
  83670. /**
  83671. * Color the particle will have at the end of its lifetime.
  83672. */
  83673. colorDead: Color4;
  83674. /**
  83675. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  83676. */
  83677. emitRate: number;
  83678. /**
  83679. * You can use gravity if you want to give an orientation to your particles.
  83680. */
  83681. gravity: Vector3;
  83682. /**
  83683. * Minimum power of emitting particles.
  83684. */
  83685. minEmitPower: number;
  83686. /**
  83687. * Maximum power of emitting particles.
  83688. */
  83689. maxEmitPower: number;
  83690. /**
  83691. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  83692. */
  83693. minAngularSpeed: number;
  83694. /**
  83695. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  83696. */
  83697. maxAngularSpeed: number;
  83698. /**
  83699. * Gets or sets the minimal initial rotation in radians.
  83700. */
  83701. minInitialRotation: number;
  83702. /**
  83703. * Gets or sets the maximal initial rotation in radians.
  83704. */
  83705. maxInitialRotation: number;
  83706. /**
  83707. * The particle emitter type defines the emitter used by the particle system.
  83708. * It can be for example box, sphere, or cone...
  83709. */
  83710. particleEmitterType: Nullable<IParticleEmitterType>;
  83711. /**
  83712. * Defines the delay in milliseconds before starting the system (0 by default)
  83713. */
  83714. startDelay: number;
  83715. /**
  83716. * 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
  83717. */
  83718. preWarmCycles: number;
  83719. /**
  83720. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  83721. */
  83722. preWarmStepOffset: number;
  83723. /**
  83724. * 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)
  83725. */
  83726. spriteCellChangeSpeed: number;
  83727. /**
  83728. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  83729. */
  83730. startSpriteCellID: number;
  83731. /**
  83732. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  83733. */
  83734. endSpriteCellID: number;
  83735. /**
  83736. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  83737. */
  83738. spriteCellWidth: number;
  83739. /**
  83740. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  83741. */
  83742. spriteCellHeight: number;
  83743. /**
  83744. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  83745. */
  83746. spriteRandomStartCell: boolean;
  83747. /**
  83748. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  83749. */
  83750. isAnimationSheetEnabled: boolean;
  83751. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  83752. translationPivot: Vector2;
  83753. /**
  83754. * Gets or sets a texture used to add random noise to particle positions
  83755. */
  83756. noiseTexture: Nullable<BaseTexture>;
  83757. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  83758. noiseStrength: Vector3;
  83759. /**
  83760. * Gets or sets the billboard mode to use when isBillboardBased = true.
  83761. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  83762. */
  83763. billboardMode: number;
  83764. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  83765. limitVelocityDamping: number;
  83766. /**
  83767. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  83768. */
  83769. beginAnimationOnStart: boolean;
  83770. /**
  83771. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  83772. */
  83773. beginAnimationFrom: number;
  83774. /**
  83775. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  83776. */
  83777. beginAnimationTo: number;
  83778. /**
  83779. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  83780. */
  83781. beginAnimationLoop: boolean;
  83782. /**
  83783. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  83784. */
  83785. disposeOnStop: boolean;
  83786. /**
  83787. * Gets the maximum number of particles active at the same time.
  83788. * @returns The max number of active particles.
  83789. */
  83790. getCapacity(): number;
  83791. /**
  83792. * Gets if the system has been started. (Note: this will still be true after stop is called)
  83793. * @returns True if it has been started, otherwise false.
  83794. */
  83795. isStarted(): boolean;
  83796. /**
  83797. * Animates the particle system for this frame.
  83798. */
  83799. animate(): void;
  83800. /**
  83801. * Renders the particle system in its current state.
  83802. * @returns the current number of particles
  83803. */
  83804. render(): number;
  83805. /**
  83806. * Dispose the particle system and frees its associated resources.
  83807. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  83808. */
  83809. dispose(disposeTexture?: boolean): void;
  83810. /**
  83811. * Clones the particle system.
  83812. * @param name The name of the cloned object
  83813. * @param newEmitter The new emitter to use
  83814. * @returns the cloned particle system
  83815. */
  83816. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  83817. /**
  83818. * Serializes the particle system to a JSON object.
  83819. * @returns the JSON object
  83820. */
  83821. serialize(): any;
  83822. /**
  83823. * Rebuild the particle system
  83824. */
  83825. rebuild(): void;
  83826. /**
  83827. * Starts the particle system and begins to emit
  83828. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  83829. */
  83830. start(delay?: number): void;
  83831. /**
  83832. * Stops the particle system.
  83833. */
  83834. stop(): void;
  83835. /**
  83836. * Remove all active particles
  83837. */
  83838. reset(): void;
  83839. /**
  83840. * Is this system ready to be used/rendered
  83841. * @return true if the system is ready
  83842. */
  83843. isReady(): boolean;
  83844. /**
  83845. * Adds a new color gradient
  83846. * @param gradient defines the gradient to use (between 0 and 1)
  83847. * @param color1 defines the color to affect to the specified gradient
  83848. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  83849. * @returns the current particle system
  83850. */
  83851. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  83852. /**
  83853. * Remove a specific color gradient
  83854. * @param gradient defines the gradient to remove
  83855. * @returns the current particle system
  83856. */
  83857. removeColorGradient(gradient: number): IParticleSystem;
  83858. /**
  83859. * Adds a new size gradient
  83860. * @param gradient defines the gradient to use (between 0 and 1)
  83861. * @param factor defines the size factor to affect to the specified gradient
  83862. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83863. * @returns the current particle system
  83864. */
  83865. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83866. /**
  83867. * Remove a specific size gradient
  83868. * @param gradient defines the gradient to remove
  83869. * @returns the current particle system
  83870. */
  83871. removeSizeGradient(gradient: number): IParticleSystem;
  83872. /**
  83873. * Gets the current list of color gradients.
  83874. * You must use addColorGradient and removeColorGradient to udpate this list
  83875. * @returns the list of color gradients
  83876. */
  83877. getColorGradients(): Nullable<Array<ColorGradient>>;
  83878. /**
  83879. * Gets the current list of size gradients.
  83880. * You must use addSizeGradient and removeSizeGradient to udpate this list
  83881. * @returns the list of size gradients
  83882. */
  83883. getSizeGradients(): Nullable<Array<FactorGradient>>;
  83884. /**
  83885. * Gets the current list of angular speed gradients.
  83886. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  83887. * @returns the list of angular speed gradients
  83888. */
  83889. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  83890. /**
  83891. * Adds a new angular speed gradient
  83892. * @param gradient defines the gradient to use (between 0 and 1)
  83893. * @param factor defines the angular speed to affect to the specified gradient
  83894. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83895. * @returns the current particle system
  83896. */
  83897. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83898. /**
  83899. * Remove a specific angular speed gradient
  83900. * @param gradient defines the gradient to remove
  83901. * @returns the current particle system
  83902. */
  83903. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  83904. /**
  83905. * Gets the current list of velocity gradients.
  83906. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  83907. * @returns the list of velocity gradients
  83908. */
  83909. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  83910. /**
  83911. * Adds a new velocity gradient
  83912. * @param gradient defines the gradient to use (between 0 and 1)
  83913. * @param factor defines the velocity to affect to the specified gradient
  83914. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83915. * @returns the current particle system
  83916. */
  83917. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83918. /**
  83919. * Remove a specific velocity gradient
  83920. * @param gradient defines the gradient to remove
  83921. * @returns the current particle system
  83922. */
  83923. removeVelocityGradient(gradient: number): IParticleSystem;
  83924. /**
  83925. * Gets the current list of limit velocity gradients.
  83926. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  83927. * @returns the list of limit velocity gradients
  83928. */
  83929. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  83930. /**
  83931. * Adds a new limit velocity gradient
  83932. * @param gradient defines the gradient to use (between 0 and 1)
  83933. * @param factor defines the limit velocity to affect to the specified gradient
  83934. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83935. * @returns the current particle system
  83936. */
  83937. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83938. /**
  83939. * Remove a specific limit velocity gradient
  83940. * @param gradient defines the gradient to remove
  83941. * @returns the current particle system
  83942. */
  83943. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  83944. /**
  83945. * Adds a new drag gradient
  83946. * @param gradient defines the gradient to use (between 0 and 1)
  83947. * @param factor defines the drag to affect to the specified gradient
  83948. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83949. * @returns the current particle system
  83950. */
  83951. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83952. /**
  83953. * Remove a specific drag gradient
  83954. * @param gradient defines the gradient to remove
  83955. * @returns the current particle system
  83956. */
  83957. removeDragGradient(gradient: number): IParticleSystem;
  83958. /**
  83959. * Gets the current list of drag gradients.
  83960. * You must use addDragGradient and removeDragGradient to udpate this list
  83961. * @returns the list of drag gradients
  83962. */
  83963. getDragGradients(): Nullable<Array<FactorGradient>>;
  83964. /**
  83965. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  83966. * @param gradient defines the gradient to use (between 0 and 1)
  83967. * @param factor defines the emit rate to affect to the specified gradient
  83968. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83969. * @returns the current particle system
  83970. */
  83971. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83972. /**
  83973. * Remove a specific emit rate gradient
  83974. * @param gradient defines the gradient to remove
  83975. * @returns the current particle system
  83976. */
  83977. removeEmitRateGradient(gradient: number): IParticleSystem;
  83978. /**
  83979. * Gets the current list of emit rate gradients.
  83980. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  83981. * @returns the list of emit rate gradients
  83982. */
  83983. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  83984. /**
  83985. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  83986. * @param gradient defines the gradient to use (between 0 and 1)
  83987. * @param factor defines the start size to affect to the specified gradient
  83988. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83989. * @returns the current particle system
  83990. */
  83991. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83992. /**
  83993. * Remove a specific start size gradient
  83994. * @param gradient defines the gradient to remove
  83995. * @returns the current particle system
  83996. */
  83997. removeStartSizeGradient(gradient: number): IParticleSystem;
  83998. /**
  83999. * Gets the current list of start size gradients.
  84000. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  84001. * @returns the list of start size gradients
  84002. */
  84003. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  84004. /**
  84005. * Adds a new life time gradient
  84006. * @param gradient defines the gradient to use (between 0 and 1)
  84007. * @param factor defines the life time factor to affect to the specified gradient
  84008. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84009. * @returns the current particle system
  84010. */
  84011. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84012. /**
  84013. * Remove a specific life time gradient
  84014. * @param gradient defines the gradient to remove
  84015. * @returns the current particle system
  84016. */
  84017. removeLifeTimeGradient(gradient: number): IParticleSystem;
  84018. /**
  84019. * Gets the current list of life time gradients.
  84020. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  84021. * @returns the list of life time gradients
  84022. */
  84023. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  84024. /**
  84025. * Gets the current list of color gradients.
  84026. * You must use addColorGradient and removeColorGradient to udpate this list
  84027. * @returns the list of color gradients
  84028. */
  84029. getColorGradients(): Nullable<Array<ColorGradient>>;
  84030. /**
  84031. * Adds a new ramp gradient used to remap particle colors
  84032. * @param gradient defines the gradient to use (between 0 and 1)
  84033. * @param color defines the color to affect to the specified gradient
  84034. * @returns the current particle system
  84035. */
  84036. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  84037. /**
  84038. * Gets the current list of ramp gradients.
  84039. * You must use addRampGradient and removeRampGradient to udpate this list
  84040. * @returns the list of ramp gradients
  84041. */
  84042. getRampGradients(): Nullable<Array<Color3Gradient>>;
  84043. /** Gets or sets a boolean indicating that ramp gradients must be used
  84044. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  84045. */
  84046. useRampGradients: boolean;
  84047. /**
  84048. * Adds a new color remap gradient
  84049. * @param gradient defines the gradient to use (between 0 and 1)
  84050. * @param min defines the color remap minimal range
  84051. * @param max defines the color remap maximal range
  84052. * @returns the current particle system
  84053. */
  84054. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84055. /**
  84056. * Gets the current list of color remap gradients.
  84057. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  84058. * @returns the list of color remap gradients
  84059. */
  84060. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  84061. /**
  84062. * Adds a new alpha remap gradient
  84063. * @param gradient defines the gradient to use (between 0 and 1)
  84064. * @param min defines the alpha remap minimal range
  84065. * @param max defines the alpha remap maximal range
  84066. * @returns the current particle system
  84067. */
  84068. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84069. /**
  84070. * Gets the current list of alpha remap gradients.
  84071. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  84072. * @returns the list of alpha remap gradients
  84073. */
  84074. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  84075. /**
  84076. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  84077. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84078. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84079. * @returns the emitter
  84080. */
  84081. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  84082. /**
  84083. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  84084. * @param radius The radius of the hemisphere to emit from
  84085. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84086. * @returns the emitter
  84087. */
  84088. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  84089. /**
  84090. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  84091. * @param radius The radius of the sphere to emit from
  84092. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84093. * @returns the emitter
  84094. */
  84095. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  84096. /**
  84097. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  84098. * @param radius The radius of the sphere to emit from
  84099. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  84100. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  84101. * @returns the emitter
  84102. */
  84103. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  84104. /**
  84105. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  84106. * @param radius The radius of the emission cylinder
  84107. * @param height The height of the emission cylinder
  84108. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  84109. * @param directionRandomizer How much to randomize the particle direction [0-1]
  84110. * @returns the emitter
  84111. */
  84112. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  84113. /**
  84114. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  84115. * @param radius The radius of the cylinder to emit from
  84116. * @param height The height of the emission cylinder
  84117. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  84118. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  84119. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  84120. * @returns the emitter
  84121. */
  84122. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  84123. /**
  84124. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  84125. * @param radius The radius of the cone to emit from
  84126. * @param angle The base angle of the cone
  84127. * @returns the emitter
  84128. */
  84129. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  84130. /**
  84131. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  84132. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84133. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84134. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84135. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84136. * @returns the emitter
  84137. */
  84138. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  84139. /**
  84140. * Get hosting scene
  84141. * @returns the scene
  84142. */
  84143. getScene(): Scene;
  84144. }
  84145. }
  84146. declare module BABYLON {
  84147. /**
  84148. * Creates an instance based on a source mesh.
  84149. */
  84150. export class InstancedMesh extends AbstractMesh {
  84151. private _sourceMesh;
  84152. private _currentLOD;
  84153. /** @hidden */
  84154. _indexInSourceMeshInstanceArray: number;
  84155. constructor(name: string, source: Mesh);
  84156. /**
  84157. * Returns the string "InstancedMesh".
  84158. */
  84159. getClassName(): string;
  84160. /** Gets the list of lights affecting that mesh */
  84161. readonly lightSources: Light[];
  84162. _resyncLightSources(): void;
  84163. _resyncLighSource(light: Light): void;
  84164. _removeLightSource(light: Light, dispose: boolean): void;
  84165. /**
  84166. * If the source mesh receives shadows
  84167. */
  84168. readonly receiveShadows: boolean;
  84169. /**
  84170. * The material of the source mesh
  84171. */
  84172. readonly material: Nullable<Material>;
  84173. /**
  84174. * Visibility of the source mesh
  84175. */
  84176. readonly visibility: number;
  84177. /**
  84178. * Skeleton of the source mesh
  84179. */
  84180. readonly skeleton: Nullable<Skeleton>;
  84181. /**
  84182. * Rendering ground id of the source mesh
  84183. */
  84184. renderingGroupId: number;
  84185. /**
  84186. * Returns the total number of vertices (integer).
  84187. */
  84188. getTotalVertices(): number;
  84189. /**
  84190. * Returns a positive integer : the total number of indices in this mesh geometry.
  84191. * @returns the numner of indices or zero if the mesh has no geometry.
  84192. */
  84193. getTotalIndices(): number;
  84194. /**
  84195. * The source mesh of the instance
  84196. */
  84197. readonly sourceMesh: Mesh;
  84198. /**
  84199. * Is this node ready to be used/rendered
  84200. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  84201. * @return {boolean} is it ready
  84202. */
  84203. isReady(completeCheck?: boolean): boolean;
  84204. /**
  84205. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  84206. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  84207. * @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.
  84208. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  84209. */
  84210. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  84211. /**
  84212. * Sets the vertex data of the mesh geometry for the requested `kind`.
  84213. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  84214. * The `data` are either a numeric array either a Float32Array.
  84215. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  84216. * 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).
  84217. * Note that a new underlying VertexBuffer object is created each call.
  84218. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  84219. *
  84220. * Possible `kind` values :
  84221. * - VertexBuffer.PositionKind
  84222. * - VertexBuffer.UVKind
  84223. * - VertexBuffer.UV2Kind
  84224. * - VertexBuffer.UV3Kind
  84225. * - VertexBuffer.UV4Kind
  84226. * - VertexBuffer.UV5Kind
  84227. * - VertexBuffer.UV6Kind
  84228. * - VertexBuffer.ColorKind
  84229. * - VertexBuffer.MatricesIndicesKind
  84230. * - VertexBuffer.MatricesIndicesExtraKind
  84231. * - VertexBuffer.MatricesWeightsKind
  84232. * - VertexBuffer.MatricesWeightsExtraKind
  84233. *
  84234. * Returns the Mesh.
  84235. */
  84236. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  84237. /**
  84238. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  84239. * If the mesh has no geometry, it is simply returned as it is.
  84240. * The `data` are either a numeric array either a Float32Array.
  84241. * No new underlying VertexBuffer object is created.
  84242. * 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.
  84243. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  84244. *
  84245. * Possible `kind` values :
  84246. * - VertexBuffer.PositionKind
  84247. * - VertexBuffer.UVKind
  84248. * - VertexBuffer.UV2Kind
  84249. * - VertexBuffer.UV3Kind
  84250. * - VertexBuffer.UV4Kind
  84251. * - VertexBuffer.UV5Kind
  84252. * - VertexBuffer.UV6Kind
  84253. * - VertexBuffer.ColorKind
  84254. * - VertexBuffer.MatricesIndicesKind
  84255. * - VertexBuffer.MatricesIndicesExtraKind
  84256. * - VertexBuffer.MatricesWeightsKind
  84257. * - VertexBuffer.MatricesWeightsExtraKind
  84258. *
  84259. * Returns the Mesh.
  84260. */
  84261. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  84262. /**
  84263. * Sets the mesh indices.
  84264. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  84265. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  84266. * This method creates a new index buffer each call.
  84267. * Returns the Mesh.
  84268. */
  84269. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  84270. /**
  84271. * Boolean : True if the mesh owns the requested kind of data.
  84272. */
  84273. isVerticesDataPresent(kind: string): boolean;
  84274. /**
  84275. * Returns an array of indices (IndicesArray).
  84276. */
  84277. getIndices(): Nullable<IndicesArray>;
  84278. readonly _positions: Nullable<Vector3[]>;
  84279. /**
  84280. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  84281. * This means the mesh underlying bounding box and sphere are recomputed.
  84282. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  84283. * @returns the current mesh
  84284. */
  84285. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  84286. /** @hidden */
  84287. _preActivate(): InstancedMesh;
  84288. /** @hidden */
  84289. _activate(renderId: number, intermediateRendering: boolean): boolean;
  84290. /** @hidden */
  84291. _postActivate(): void;
  84292. getWorldMatrix(): Matrix;
  84293. readonly isAnInstance: boolean;
  84294. /**
  84295. * Returns the current associated LOD AbstractMesh.
  84296. */
  84297. getLOD(camera: Camera): AbstractMesh;
  84298. /** @hidden */
  84299. _syncSubMeshes(): InstancedMesh;
  84300. /** @hidden */
  84301. _generatePointsArray(): boolean;
  84302. /**
  84303. * Creates a new InstancedMesh from the current mesh.
  84304. * - name (string) : the cloned mesh name
  84305. * - newParent (optional Node) : the optional Node to parent the clone to.
  84306. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  84307. *
  84308. * Returns the clone.
  84309. */
  84310. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  84311. /**
  84312. * Disposes the InstancedMesh.
  84313. * Returns nothing.
  84314. */
  84315. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  84316. }
  84317. }
  84318. declare module BABYLON {
  84319. /**
  84320. * Defines the options associated with the creation of a shader material.
  84321. */
  84322. export interface IShaderMaterialOptions {
  84323. /**
  84324. * Does the material work in alpha blend mode
  84325. */
  84326. needAlphaBlending: boolean;
  84327. /**
  84328. * Does the material work in alpha test mode
  84329. */
  84330. needAlphaTesting: boolean;
  84331. /**
  84332. * The list of attribute names used in the shader
  84333. */
  84334. attributes: string[];
  84335. /**
  84336. * The list of unifrom names used in the shader
  84337. */
  84338. uniforms: string[];
  84339. /**
  84340. * The list of UBO names used in the shader
  84341. */
  84342. uniformBuffers: string[];
  84343. /**
  84344. * The list of sampler names used in the shader
  84345. */
  84346. samplers: string[];
  84347. /**
  84348. * The list of defines used in the shader
  84349. */
  84350. defines: string[];
  84351. }
  84352. /**
  84353. * 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.
  84354. *
  84355. * This returned material effects how the mesh will look based on the code in the shaders.
  84356. *
  84357. * @see http://doc.babylonjs.com/how_to/shader_material
  84358. */
  84359. export class ShaderMaterial extends Material {
  84360. private _shaderPath;
  84361. private _options;
  84362. private _textures;
  84363. private _textureArrays;
  84364. private _floats;
  84365. private _ints;
  84366. private _floatsArrays;
  84367. private _colors3;
  84368. private _colors3Arrays;
  84369. private _colors4;
  84370. private _colors4Arrays;
  84371. private _vectors2;
  84372. private _vectors3;
  84373. private _vectors4;
  84374. private _matrices;
  84375. private _matrices3x3;
  84376. private _matrices2x2;
  84377. private _vectors2Arrays;
  84378. private _vectors3Arrays;
  84379. private _vectors4Arrays;
  84380. private _cachedWorldViewMatrix;
  84381. private _cachedWorldViewProjectionMatrix;
  84382. private _renderId;
  84383. /**
  84384. * Instantiate a new shader material.
  84385. * 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.
  84386. * This returned material effects how the mesh will look based on the code in the shaders.
  84387. * @see http://doc.babylonjs.com/how_to/shader_material
  84388. * @param name Define the name of the material in the scene
  84389. * @param scene Define the scene the material belongs to
  84390. * @param shaderPath Defines the route to the shader code in one of three ways:
  84391. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  84392. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  84393. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  84394. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  84395. * @param options Define the options used to create the shader
  84396. */
  84397. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  84398. /**
  84399. * Gets the options used to compile the shader.
  84400. * They can be modified to trigger a new compilation
  84401. */
  84402. readonly options: IShaderMaterialOptions;
  84403. /**
  84404. * Gets the current class name of the material e.g. "ShaderMaterial"
  84405. * Mainly use in serialization.
  84406. * @returns the class name
  84407. */
  84408. getClassName(): string;
  84409. /**
  84410. * Specifies if the material will require alpha blending
  84411. * @returns a boolean specifying if alpha blending is needed
  84412. */
  84413. needAlphaBlending(): boolean;
  84414. /**
  84415. * Specifies if this material should be rendered in alpha test mode
  84416. * @returns a boolean specifying if an alpha test is needed.
  84417. */
  84418. needAlphaTesting(): boolean;
  84419. private _checkUniform;
  84420. /**
  84421. * Set a texture in the shader.
  84422. * @param name Define the name of the uniform samplers as defined in the shader
  84423. * @param texture Define the texture to bind to this sampler
  84424. * @return the material itself allowing "fluent" like uniform updates
  84425. */
  84426. setTexture(name: string, texture: Texture): ShaderMaterial;
  84427. /**
  84428. * Set a texture array in the shader.
  84429. * @param name Define the name of the uniform sampler array as defined in the shader
  84430. * @param textures Define the list of textures to bind to this sampler
  84431. * @return the material itself allowing "fluent" like uniform updates
  84432. */
  84433. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  84434. /**
  84435. * Set a float in the shader.
  84436. * @param name Define the name of the uniform as defined in the shader
  84437. * @param value Define the value to give to the uniform
  84438. * @return the material itself allowing "fluent" like uniform updates
  84439. */
  84440. setFloat(name: string, value: number): ShaderMaterial;
  84441. /**
  84442. * Set a int in the shader.
  84443. * @param name Define the name of the uniform as defined in the shader
  84444. * @param value Define the value to give to the uniform
  84445. * @return the material itself allowing "fluent" like uniform updates
  84446. */
  84447. setInt(name: string, value: number): ShaderMaterial;
  84448. /**
  84449. * Set an array of floats in the shader.
  84450. * @param name Define the name of the uniform as defined in the shader
  84451. * @param value Define the value to give to the uniform
  84452. * @return the material itself allowing "fluent" like uniform updates
  84453. */
  84454. setFloats(name: string, value: number[]): ShaderMaterial;
  84455. /**
  84456. * Set a vec3 in the shader from a Color3.
  84457. * @param name Define the name of the uniform as defined in the shader
  84458. * @param value Define the value to give to the uniform
  84459. * @return the material itself allowing "fluent" like uniform updates
  84460. */
  84461. setColor3(name: string, value: Color3): ShaderMaterial;
  84462. /**
  84463. * Set a vec3 array in the shader from a Color3 array.
  84464. * @param name Define the name of the uniform as defined in the shader
  84465. * @param value Define the value to give to the uniform
  84466. * @return the material itself allowing "fluent" like uniform updates
  84467. */
  84468. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  84469. /**
  84470. * Set a vec4 in the shader from a Color4.
  84471. * @param name Define the name of the uniform as defined in the shader
  84472. * @param value Define the value to give to the uniform
  84473. * @return the material itself allowing "fluent" like uniform updates
  84474. */
  84475. setColor4(name: string, value: Color4): ShaderMaterial;
  84476. /**
  84477. * Set a vec4 array in the shader from a Color4 array.
  84478. * @param name Define the name of the uniform as defined in the shader
  84479. * @param value Define the value to give to the uniform
  84480. * @return the material itself allowing "fluent" like uniform updates
  84481. */
  84482. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  84483. /**
  84484. * Set a vec2 in the shader from a Vector2.
  84485. * @param name Define the name of the uniform as defined in the shader
  84486. * @param value Define the value to give to the uniform
  84487. * @return the material itself allowing "fluent" like uniform updates
  84488. */
  84489. setVector2(name: string, value: Vector2): ShaderMaterial;
  84490. /**
  84491. * Set a vec3 in the shader from a Vector3.
  84492. * @param name Define the name of the uniform as defined in the shader
  84493. * @param value Define the value to give to the uniform
  84494. * @return the material itself allowing "fluent" like uniform updates
  84495. */
  84496. setVector3(name: string, value: Vector3): ShaderMaterial;
  84497. /**
  84498. * Set a vec4 in the shader from a Vector4.
  84499. * @param name Define the name of the uniform as defined in the shader
  84500. * @param value Define the value to give to the uniform
  84501. * @return the material itself allowing "fluent" like uniform updates
  84502. */
  84503. setVector4(name: string, value: Vector4): ShaderMaterial;
  84504. /**
  84505. * Set a mat4 in the shader from a Matrix.
  84506. * @param name Define the name of the uniform as defined in the shader
  84507. * @param value Define the value to give to the uniform
  84508. * @return the material itself allowing "fluent" like uniform updates
  84509. */
  84510. setMatrix(name: string, value: Matrix): ShaderMaterial;
  84511. /**
  84512. * Set a mat3 in the shader from a Float32Array.
  84513. * @param name Define the name of the uniform as defined in the shader
  84514. * @param value Define the value to give to the uniform
  84515. * @return the material itself allowing "fluent" like uniform updates
  84516. */
  84517. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  84518. /**
  84519. * Set a mat2 in the shader from a Float32Array.
  84520. * @param name Define the name of the uniform as defined in the shader
  84521. * @param value Define the value to give to the uniform
  84522. * @return the material itself allowing "fluent" like uniform updates
  84523. */
  84524. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  84525. /**
  84526. * Set a vec2 array in the shader from a number array.
  84527. * @param name Define the name of the uniform as defined in the shader
  84528. * @param value Define the value to give to the uniform
  84529. * @return the material itself allowing "fluent" like uniform updates
  84530. */
  84531. setArray2(name: string, value: number[]): ShaderMaterial;
  84532. /**
  84533. * Set a vec3 array in the shader from a number array.
  84534. * @param name Define the name of the uniform as defined in the shader
  84535. * @param value Define the value to give to the uniform
  84536. * @return the material itself allowing "fluent" like uniform updates
  84537. */
  84538. setArray3(name: string, value: number[]): ShaderMaterial;
  84539. /**
  84540. * Set a vec4 array in the shader from a number array.
  84541. * @param name Define the name of the uniform as defined in the shader
  84542. * @param value Define the value to give to the uniform
  84543. * @return the material itself allowing "fluent" like uniform updates
  84544. */
  84545. setArray4(name: string, value: number[]): ShaderMaterial;
  84546. private _checkCache;
  84547. /**
  84548. * Specifies that the submesh is ready to be used
  84549. * @param mesh defines the mesh to check
  84550. * @param subMesh defines which submesh to check
  84551. * @param useInstances specifies that instances should be used
  84552. * @returns a boolean indicating that the submesh is ready or not
  84553. */
  84554. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84555. /**
  84556. * Checks if the material is ready to render the requested mesh
  84557. * @param mesh Define the mesh to render
  84558. * @param useInstances Define whether or not the material is used with instances
  84559. * @returns true if ready, otherwise false
  84560. */
  84561. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  84562. /**
  84563. * Binds the world matrix to the material
  84564. * @param world defines the world transformation matrix
  84565. */
  84566. bindOnlyWorldMatrix(world: Matrix): void;
  84567. /**
  84568. * Binds the material to the mesh
  84569. * @param world defines the world transformation matrix
  84570. * @param mesh defines the mesh to bind the material to
  84571. */
  84572. bind(world: Matrix, mesh?: Mesh): void;
  84573. /**
  84574. * Gets the active textures from the material
  84575. * @returns an array of textures
  84576. */
  84577. getActiveTextures(): BaseTexture[];
  84578. /**
  84579. * Specifies if the material uses a texture
  84580. * @param texture defines the texture to check against the material
  84581. * @returns a boolean specifying if the material uses the texture
  84582. */
  84583. hasTexture(texture: BaseTexture): boolean;
  84584. /**
  84585. * Makes a duplicate of the material, and gives it a new name
  84586. * @param name defines the new name for the duplicated material
  84587. * @returns the cloned material
  84588. */
  84589. clone(name: string): ShaderMaterial;
  84590. /**
  84591. * Disposes the material
  84592. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84593. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84594. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84595. */
  84596. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84597. /**
  84598. * Serializes this material in a JSON representation
  84599. * @returns the serialized material object
  84600. */
  84601. serialize(): any;
  84602. /**
  84603. * Creates a shader material from parsed shader material data
  84604. * @param source defines the JSON represnetation of the material
  84605. * @param scene defines the hosting scene
  84606. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  84607. * @returns a new material
  84608. */
  84609. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  84610. }
  84611. }
  84612. declare module BABYLON {
  84613. /** @hidden */
  84614. export var colorPixelShader: {
  84615. name: string;
  84616. shader: string;
  84617. };
  84618. }
  84619. declare module BABYLON {
  84620. /** @hidden */
  84621. export var colorVertexShader: {
  84622. name: string;
  84623. shader: string;
  84624. };
  84625. }
  84626. declare module BABYLON {
  84627. /**
  84628. * Line mesh
  84629. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  84630. */
  84631. export class LinesMesh extends Mesh {
  84632. /**
  84633. * If vertex color should be applied to the mesh
  84634. */
  84635. readonly useVertexColor?: boolean | undefined;
  84636. /**
  84637. * If vertex alpha should be applied to the mesh
  84638. */
  84639. readonly useVertexAlpha?: boolean | undefined;
  84640. /**
  84641. * Color of the line (Default: White)
  84642. */
  84643. color: Color3;
  84644. /**
  84645. * Alpha of the line (Default: 1)
  84646. */
  84647. alpha: number;
  84648. /**
  84649. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  84650. * This margin is expressed in world space coordinates, so its value may vary.
  84651. * Default value is 0.1
  84652. */
  84653. intersectionThreshold: number;
  84654. private _colorShader;
  84655. private color4;
  84656. /**
  84657. * Creates a new LinesMesh
  84658. * @param name defines the name
  84659. * @param scene defines the hosting scene
  84660. * @param parent defines the parent mesh if any
  84661. * @param source defines the optional source LinesMesh used to clone data from
  84662. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  84663. * When false, achieved by calling a clone(), also passing False.
  84664. * This will make creation of children, recursive.
  84665. * @param useVertexColor defines if this LinesMesh supports vertex color
  84666. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  84667. */
  84668. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  84669. /**
  84670. * If vertex color should be applied to the mesh
  84671. */
  84672. useVertexColor?: boolean | undefined,
  84673. /**
  84674. * If vertex alpha should be applied to the mesh
  84675. */
  84676. useVertexAlpha?: boolean | undefined);
  84677. private _addClipPlaneDefine;
  84678. private _removeClipPlaneDefine;
  84679. isReady(): boolean;
  84680. /**
  84681. * Returns the string "LineMesh"
  84682. */
  84683. getClassName(): string;
  84684. /**
  84685. * @hidden
  84686. */
  84687. /**
  84688. * @hidden
  84689. */
  84690. material: Material;
  84691. /**
  84692. * @hidden
  84693. */
  84694. readonly checkCollisions: boolean;
  84695. /** @hidden */
  84696. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  84697. /** @hidden */
  84698. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  84699. /**
  84700. * Disposes of the line mesh
  84701. * @param doNotRecurse If children should be disposed
  84702. */
  84703. dispose(doNotRecurse?: boolean): void;
  84704. /**
  84705. * Returns a new LineMesh object cloned from the current one.
  84706. */
  84707. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  84708. /**
  84709. * Creates a new InstancedLinesMesh object from the mesh model.
  84710. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  84711. * @param name defines the name of the new instance
  84712. * @returns a new InstancedLinesMesh
  84713. */
  84714. createInstance(name: string): InstancedLinesMesh;
  84715. }
  84716. /**
  84717. * Creates an instance based on a source LinesMesh
  84718. */
  84719. export class InstancedLinesMesh extends InstancedMesh {
  84720. /**
  84721. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  84722. * This margin is expressed in world space coordinates, so its value may vary.
  84723. * Initilized with the intersectionThreshold value of the source LinesMesh
  84724. */
  84725. intersectionThreshold: number;
  84726. constructor(name: string, source: LinesMesh);
  84727. /**
  84728. * Returns the string "InstancedLinesMesh".
  84729. */
  84730. getClassName(): string;
  84731. }
  84732. }
  84733. declare module BABYLON {
  84734. /** @hidden */
  84735. export var linePixelShader: {
  84736. name: string;
  84737. shader: string;
  84738. };
  84739. }
  84740. declare module BABYLON {
  84741. /** @hidden */
  84742. export var lineVertexShader: {
  84743. name: string;
  84744. shader: string;
  84745. };
  84746. }
  84747. declare module BABYLON {
  84748. interface AbstractMesh {
  84749. /**
  84750. * Gets the edgesRenderer associated with the mesh
  84751. */
  84752. edgesRenderer: Nullable<EdgesRenderer>;
  84753. }
  84754. interface LinesMesh {
  84755. /**
  84756. * Enables the edge rendering mode on the mesh.
  84757. * This mode makes the mesh edges visible
  84758. * @param epsilon defines the maximal distance between two angles to detect a face
  84759. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84760. * @returns the currentAbstractMesh
  84761. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84762. */
  84763. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  84764. }
  84765. interface InstancedLinesMesh {
  84766. /**
  84767. * Enables the edge rendering mode on the mesh.
  84768. * This mode makes the mesh edges visible
  84769. * @param epsilon defines the maximal distance between two angles to detect a face
  84770. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84771. * @returns the current InstancedLinesMesh
  84772. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84773. */
  84774. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  84775. }
  84776. /**
  84777. * Defines the minimum contract an Edges renderer should follow.
  84778. */
  84779. export interface IEdgesRenderer extends IDisposable {
  84780. /**
  84781. * Gets or sets a boolean indicating if the edgesRenderer is active
  84782. */
  84783. isEnabled: boolean;
  84784. /**
  84785. * Renders the edges of the attached mesh,
  84786. */
  84787. render(): void;
  84788. /**
  84789. * Checks wether or not the edges renderer is ready to render.
  84790. * @return true if ready, otherwise false.
  84791. */
  84792. isReady(): boolean;
  84793. }
  84794. /**
  84795. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  84796. */
  84797. export class EdgesRenderer implements IEdgesRenderer {
  84798. /**
  84799. * Define the size of the edges with an orthographic camera
  84800. */
  84801. edgesWidthScalerForOrthographic: number;
  84802. /**
  84803. * Define the size of the edges with a perspective camera
  84804. */
  84805. edgesWidthScalerForPerspective: number;
  84806. protected _source: AbstractMesh;
  84807. protected _linesPositions: number[];
  84808. protected _linesNormals: number[];
  84809. protected _linesIndices: number[];
  84810. protected _epsilon: number;
  84811. protected _indicesCount: number;
  84812. protected _lineShader: ShaderMaterial;
  84813. protected _ib: DataBuffer;
  84814. protected _buffers: {
  84815. [key: string]: Nullable<VertexBuffer>;
  84816. };
  84817. protected _checkVerticesInsteadOfIndices: boolean;
  84818. private _meshRebuildObserver;
  84819. private _meshDisposeObserver;
  84820. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  84821. isEnabled: boolean;
  84822. /**
  84823. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  84824. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  84825. * @param source Mesh used to create edges
  84826. * @param epsilon sum of angles in adjacency to check for edge
  84827. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  84828. * @param generateEdgesLines - should generate Lines or only prepare resources.
  84829. */
  84830. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  84831. protected _prepareRessources(): void;
  84832. /** @hidden */
  84833. _rebuild(): void;
  84834. /**
  84835. * Releases the required resources for the edges renderer
  84836. */
  84837. dispose(): void;
  84838. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  84839. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  84840. /**
  84841. * Checks if the pair of p0 and p1 is en edge
  84842. * @param faceIndex
  84843. * @param edge
  84844. * @param faceNormals
  84845. * @param p0
  84846. * @param p1
  84847. * @private
  84848. */
  84849. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  84850. /**
  84851. * push line into the position, normal and index buffer
  84852. * @protected
  84853. */
  84854. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  84855. /**
  84856. * Generates lines edges from adjacencjes
  84857. * @private
  84858. */
  84859. _generateEdgesLines(): void;
  84860. /**
  84861. * Checks wether or not the edges renderer is ready to render.
  84862. * @return true if ready, otherwise false.
  84863. */
  84864. isReady(): boolean;
  84865. /**
  84866. * Renders the edges of the attached mesh,
  84867. */
  84868. render(): void;
  84869. }
  84870. /**
  84871. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  84872. */
  84873. export class LineEdgesRenderer extends EdgesRenderer {
  84874. /**
  84875. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  84876. * @param source LineMesh used to generate edges
  84877. * @param epsilon not important (specified angle for edge detection)
  84878. * @param checkVerticesInsteadOfIndices not important for LineMesh
  84879. */
  84880. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  84881. /**
  84882. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  84883. */
  84884. _generateEdgesLines(): void;
  84885. }
  84886. }
  84887. declare module BABYLON {
  84888. /**
  84889. * This represents the object necessary to create a rendering group.
  84890. * This is exclusively used and created by the rendering manager.
  84891. * To modify the behavior, you use the available helpers in your scene or meshes.
  84892. * @hidden
  84893. */
  84894. export class RenderingGroup {
  84895. index: number;
  84896. private static _zeroVector;
  84897. private _scene;
  84898. private _opaqueSubMeshes;
  84899. private _transparentSubMeshes;
  84900. private _alphaTestSubMeshes;
  84901. private _depthOnlySubMeshes;
  84902. private _particleSystems;
  84903. private _spriteManagers;
  84904. private _opaqueSortCompareFn;
  84905. private _alphaTestSortCompareFn;
  84906. private _transparentSortCompareFn;
  84907. private _renderOpaque;
  84908. private _renderAlphaTest;
  84909. private _renderTransparent;
  84910. /** @hidden */
  84911. _edgesRenderers: SmartArray<IEdgesRenderer>;
  84912. onBeforeTransparentRendering: () => void;
  84913. /**
  84914. * Set the opaque sort comparison function.
  84915. * If null the sub meshes will be render in the order they were created
  84916. */
  84917. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84918. /**
  84919. * Set the alpha test sort comparison function.
  84920. * If null the sub meshes will be render in the order they were created
  84921. */
  84922. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84923. /**
  84924. * Set the transparent sort comparison function.
  84925. * If null the sub meshes will be render in the order they were created
  84926. */
  84927. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84928. /**
  84929. * Creates a new rendering group.
  84930. * @param index The rendering group index
  84931. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  84932. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  84933. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  84934. */
  84935. 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>);
  84936. /**
  84937. * Render all the sub meshes contained in the group.
  84938. * @param customRenderFunction Used to override the default render behaviour of the group.
  84939. * @returns true if rendered some submeshes.
  84940. */
  84941. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  84942. /**
  84943. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  84944. * @param subMeshes The submeshes to render
  84945. */
  84946. private renderOpaqueSorted;
  84947. /**
  84948. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  84949. * @param subMeshes The submeshes to render
  84950. */
  84951. private renderAlphaTestSorted;
  84952. /**
  84953. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  84954. * @param subMeshes The submeshes to render
  84955. */
  84956. private renderTransparentSorted;
  84957. /**
  84958. * Renders the submeshes in a specified order.
  84959. * @param subMeshes The submeshes to sort before render
  84960. * @param sortCompareFn The comparison function use to sort
  84961. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  84962. * @param transparent Specifies to activate blending if true
  84963. */
  84964. private static renderSorted;
  84965. /**
  84966. * Renders the submeshes in the order they were dispatched (no sort applied).
  84967. * @param subMeshes The submeshes to render
  84968. */
  84969. private static renderUnsorted;
  84970. /**
  84971. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84972. * are rendered back to front if in the same alpha index.
  84973. *
  84974. * @param a The first submesh
  84975. * @param b The second submesh
  84976. * @returns The result of the comparison
  84977. */
  84978. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  84979. /**
  84980. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84981. * are rendered back to front.
  84982. *
  84983. * @param a The first submesh
  84984. * @param b The second submesh
  84985. * @returns The result of the comparison
  84986. */
  84987. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  84988. /**
  84989. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84990. * are rendered front to back (prevent overdraw).
  84991. *
  84992. * @param a The first submesh
  84993. * @param b The second submesh
  84994. * @returns The result of the comparison
  84995. */
  84996. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  84997. /**
  84998. * Resets the different lists of submeshes to prepare a new frame.
  84999. */
  85000. prepare(): void;
  85001. dispose(): void;
  85002. /**
  85003. * Inserts the submesh in its correct queue depending on its material.
  85004. * @param subMesh The submesh to dispatch
  85005. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  85006. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  85007. */
  85008. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  85009. dispatchSprites(spriteManager: ISpriteManager): void;
  85010. dispatchParticles(particleSystem: IParticleSystem): void;
  85011. private _renderParticles;
  85012. private _renderSprites;
  85013. }
  85014. }
  85015. declare module BABYLON {
  85016. /**
  85017. * Interface describing the different options available in the rendering manager
  85018. * regarding Auto Clear between groups.
  85019. */
  85020. export interface IRenderingManagerAutoClearSetup {
  85021. /**
  85022. * Defines whether or not autoclear is enable.
  85023. */
  85024. autoClear: boolean;
  85025. /**
  85026. * Defines whether or not to autoclear the depth buffer.
  85027. */
  85028. depth: boolean;
  85029. /**
  85030. * Defines whether or not to autoclear the stencil buffer.
  85031. */
  85032. stencil: boolean;
  85033. }
  85034. /**
  85035. * This class is used by the onRenderingGroupObservable
  85036. */
  85037. export class RenderingGroupInfo {
  85038. /**
  85039. * The Scene that being rendered
  85040. */
  85041. scene: Scene;
  85042. /**
  85043. * The camera currently used for the rendering pass
  85044. */
  85045. camera: Nullable<Camera>;
  85046. /**
  85047. * The ID of the renderingGroup being processed
  85048. */
  85049. renderingGroupId: number;
  85050. }
  85051. /**
  85052. * This is the manager responsible of all the rendering for meshes sprites and particles.
  85053. * It is enable to manage the different groups as well as the different necessary sort functions.
  85054. * This should not be used directly aside of the few static configurations
  85055. */
  85056. export class RenderingManager {
  85057. /**
  85058. * The max id used for rendering groups (not included)
  85059. */
  85060. static MAX_RENDERINGGROUPS: number;
  85061. /**
  85062. * The min id used for rendering groups (included)
  85063. */
  85064. static MIN_RENDERINGGROUPS: number;
  85065. /**
  85066. * Used to globally prevent autoclearing scenes.
  85067. */
  85068. static AUTOCLEAR: boolean;
  85069. /**
  85070. * @hidden
  85071. */
  85072. _useSceneAutoClearSetup: boolean;
  85073. private _scene;
  85074. private _renderingGroups;
  85075. private _depthStencilBufferAlreadyCleaned;
  85076. private _autoClearDepthStencil;
  85077. private _customOpaqueSortCompareFn;
  85078. private _customAlphaTestSortCompareFn;
  85079. private _customTransparentSortCompareFn;
  85080. private _renderingGroupInfo;
  85081. /**
  85082. * Instantiates a new rendering group for a particular scene
  85083. * @param scene Defines the scene the groups belongs to
  85084. */
  85085. constructor(scene: Scene);
  85086. private _clearDepthStencilBuffer;
  85087. /**
  85088. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  85089. * @hidden
  85090. */
  85091. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  85092. /**
  85093. * Resets the different information of the group to prepare a new frame
  85094. * @hidden
  85095. */
  85096. reset(): void;
  85097. /**
  85098. * Dispose and release the group and its associated resources.
  85099. * @hidden
  85100. */
  85101. dispose(): void;
  85102. /**
  85103. * Clear the info related to rendering groups preventing retention points during dispose.
  85104. */
  85105. freeRenderingGroups(): void;
  85106. private _prepareRenderingGroup;
  85107. /**
  85108. * Add a sprite manager to the rendering manager in order to render it this frame.
  85109. * @param spriteManager Define the sprite manager to render
  85110. */
  85111. dispatchSprites(spriteManager: ISpriteManager): void;
  85112. /**
  85113. * Add a particle system to the rendering manager in order to render it this frame.
  85114. * @param particleSystem Define the particle system to render
  85115. */
  85116. dispatchParticles(particleSystem: IParticleSystem): void;
  85117. /**
  85118. * Add a submesh to the manager in order to render it this frame
  85119. * @param subMesh The submesh to dispatch
  85120. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  85121. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  85122. */
  85123. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  85124. /**
  85125. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  85126. * This allowed control for front to back rendering or reversly depending of the special needs.
  85127. *
  85128. * @param renderingGroupId The rendering group id corresponding to its index
  85129. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  85130. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  85131. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  85132. */
  85133. 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;
  85134. /**
  85135. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  85136. *
  85137. * @param renderingGroupId The rendering group id corresponding to its index
  85138. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  85139. * @param depth Automatically clears depth between groups if true and autoClear is true.
  85140. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  85141. */
  85142. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  85143. /**
  85144. * Gets the current auto clear configuration for one rendering group of the rendering
  85145. * manager.
  85146. * @param index the rendering group index to get the information for
  85147. * @returns The auto clear setup for the requested rendering group
  85148. */
  85149. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  85150. }
  85151. }
  85152. declare module BABYLON {
  85153. /**
  85154. * This Helps creating a texture that will be created from a camera in your scene.
  85155. * It is basically a dynamic texture that could be used to create special effects for instance.
  85156. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  85157. */
  85158. export class RenderTargetTexture extends Texture {
  85159. isCube: boolean;
  85160. /**
  85161. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  85162. */
  85163. static readonly REFRESHRATE_RENDER_ONCE: number;
  85164. /**
  85165. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  85166. */
  85167. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  85168. /**
  85169. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  85170. * the central point of your effect and can save a lot of performances.
  85171. */
  85172. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  85173. /**
  85174. * Use this predicate to dynamically define the list of mesh you want to render.
  85175. * If set, the renderList property will be overwritten.
  85176. */
  85177. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  85178. private _renderList;
  85179. /**
  85180. * Use this list to define the list of mesh you want to render.
  85181. */
  85182. renderList: Nullable<Array<AbstractMesh>>;
  85183. private _hookArray;
  85184. /**
  85185. * Define if particles should be rendered in your texture.
  85186. */
  85187. renderParticles: boolean;
  85188. /**
  85189. * Define if sprites should be rendered in your texture.
  85190. */
  85191. renderSprites: boolean;
  85192. /**
  85193. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  85194. */
  85195. coordinatesMode: number;
  85196. /**
  85197. * Define the camera used to render the texture.
  85198. */
  85199. activeCamera: Nullable<Camera>;
  85200. /**
  85201. * Override the render function of the texture with your own one.
  85202. */
  85203. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  85204. /**
  85205. * Define if camera post processes should be use while rendering the texture.
  85206. */
  85207. useCameraPostProcesses: boolean;
  85208. /**
  85209. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  85210. */
  85211. ignoreCameraViewport: boolean;
  85212. private _postProcessManager;
  85213. private _postProcesses;
  85214. private _resizeObserver;
  85215. /**
  85216. * An event triggered when the texture is unbind.
  85217. */
  85218. onBeforeBindObservable: Observable<RenderTargetTexture>;
  85219. /**
  85220. * An event triggered when the texture is unbind.
  85221. */
  85222. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  85223. private _onAfterUnbindObserver;
  85224. /**
  85225. * Set a after unbind callback in the texture.
  85226. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  85227. */
  85228. onAfterUnbind: () => void;
  85229. /**
  85230. * An event triggered before rendering the texture
  85231. */
  85232. onBeforeRenderObservable: Observable<number>;
  85233. private _onBeforeRenderObserver;
  85234. /**
  85235. * Set a before render callback in the texture.
  85236. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  85237. */
  85238. onBeforeRender: (faceIndex: number) => void;
  85239. /**
  85240. * An event triggered after rendering the texture
  85241. */
  85242. onAfterRenderObservable: Observable<number>;
  85243. private _onAfterRenderObserver;
  85244. /**
  85245. * Set a after render callback in the texture.
  85246. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  85247. */
  85248. onAfterRender: (faceIndex: number) => void;
  85249. /**
  85250. * An event triggered after the texture clear
  85251. */
  85252. onClearObservable: Observable<Engine>;
  85253. private _onClearObserver;
  85254. /**
  85255. * Set a clear callback in the texture.
  85256. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  85257. */
  85258. onClear: (Engine: Engine) => void;
  85259. /**
  85260. * An event triggered when the texture is resized.
  85261. */
  85262. onResizeObservable: Observable<RenderTargetTexture>;
  85263. /**
  85264. * Define the clear color of the Render Target if it should be different from the scene.
  85265. */
  85266. clearColor: Color4;
  85267. protected _size: number | {
  85268. width: number;
  85269. height: number;
  85270. };
  85271. protected _initialSizeParameter: number | {
  85272. width: number;
  85273. height: number;
  85274. } | {
  85275. ratio: number;
  85276. };
  85277. protected _sizeRatio: Nullable<number>;
  85278. /** @hidden */
  85279. _generateMipMaps: boolean;
  85280. protected _renderingManager: RenderingManager;
  85281. /** @hidden */
  85282. _waitingRenderList: string[];
  85283. protected _doNotChangeAspectRatio: boolean;
  85284. protected _currentRefreshId: number;
  85285. protected _refreshRate: number;
  85286. protected _textureMatrix: Matrix;
  85287. protected _samples: number;
  85288. protected _renderTargetOptions: RenderTargetCreationOptions;
  85289. /**
  85290. * Gets render target creation options that were used.
  85291. */
  85292. readonly renderTargetOptions: RenderTargetCreationOptions;
  85293. protected _engine: Engine;
  85294. protected _onRatioRescale(): void;
  85295. /**
  85296. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  85297. * It must define where the camera used to render the texture is set
  85298. */
  85299. boundingBoxPosition: Vector3;
  85300. private _boundingBoxSize;
  85301. /**
  85302. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  85303. * When defined, the cubemap will switch to local mode
  85304. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  85305. * @example https://www.babylonjs-playground.com/#RNASML
  85306. */
  85307. boundingBoxSize: Vector3;
  85308. /**
  85309. * In case the RTT has been created with a depth texture, get the associated
  85310. * depth texture.
  85311. * Otherwise, return null.
  85312. */
  85313. depthStencilTexture: Nullable<InternalTexture>;
  85314. /**
  85315. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  85316. * or used a shadow, depth texture...
  85317. * @param name The friendly name of the texture
  85318. * @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)
  85319. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  85320. * @param generateMipMaps True if mip maps need to be generated after render.
  85321. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  85322. * @param type The type of the buffer in the RTT (int, half float, float...)
  85323. * @param isCube True if a cube texture needs to be created
  85324. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  85325. * @param generateDepthBuffer True to generate a depth buffer
  85326. * @param generateStencilBuffer True to generate a stencil buffer
  85327. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  85328. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  85329. * @param delayAllocation if the texture allocation should be delayed (default: false)
  85330. */
  85331. constructor(name: string, size: number | {
  85332. width: number;
  85333. height: number;
  85334. } | {
  85335. ratio: number;
  85336. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  85337. /**
  85338. * Creates a depth stencil texture.
  85339. * This is only available in WebGL 2 or with the depth texture extension available.
  85340. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  85341. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  85342. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  85343. */
  85344. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  85345. private _processSizeParameter;
  85346. /**
  85347. * Define the number of samples to use in case of MSAA.
  85348. * It defaults to one meaning no MSAA has been enabled.
  85349. */
  85350. samples: number;
  85351. /**
  85352. * Resets the refresh counter of the texture and start bak from scratch.
  85353. * Could be useful to regenerate the texture if it is setup to render only once.
  85354. */
  85355. resetRefreshCounter(): void;
  85356. /**
  85357. * Define the refresh rate of the texture or the rendering frequency.
  85358. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  85359. */
  85360. refreshRate: number;
  85361. /**
  85362. * Adds a post process to the render target rendering passes.
  85363. * @param postProcess define the post process to add
  85364. */
  85365. addPostProcess(postProcess: PostProcess): void;
  85366. /**
  85367. * Clear all the post processes attached to the render target
  85368. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  85369. */
  85370. clearPostProcesses(dispose?: boolean): void;
  85371. /**
  85372. * Remove one of the post process from the list of attached post processes to the texture
  85373. * @param postProcess define the post process to remove from the list
  85374. */
  85375. removePostProcess(postProcess: PostProcess): void;
  85376. /** @hidden */
  85377. _shouldRender(): boolean;
  85378. /**
  85379. * Gets the actual render size of the texture.
  85380. * @returns the width of the render size
  85381. */
  85382. getRenderSize(): number;
  85383. /**
  85384. * Gets the actual render width of the texture.
  85385. * @returns the width of the render size
  85386. */
  85387. getRenderWidth(): number;
  85388. /**
  85389. * Gets the actual render height of the texture.
  85390. * @returns the height of the render size
  85391. */
  85392. getRenderHeight(): number;
  85393. /**
  85394. * Get if the texture can be rescaled or not.
  85395. */
  85396. readonly canRescale: boolean;
  85397. /**
  85398. * Resize the texture using a ratio.
  85399. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  85400. */
  85401. scale(ratio: number): void;
  85402. /**
  85403. * Get the texture reflection matrix used to rotate/transform the reflection.
  85404. * @returns the reflection matrix
  85405. */
  85406. getReflectionTextureMatrix(): Matrix;
  85407. /**
  85408. * Resize the texture to a new desired size.
  85409. * Be carrefull as it will recreate all the data in the new texture.
  85410. * @param size Define the new size. It can be:
  85411. * - a number for squared texture,
  85412. * - an object containing { width: number, height: number }
  85413. * - or an object containing a ratio { ratio: number }
  85414. */
  85415. resize(size: number | {
  85416. width: number;
  85417. height: number;
  85418. } | {
  85419. ratio: number;
  85420. }): void;
  85421. /**
  85422. * Renders all the objects from the render list into the texture.
  85423. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  85424. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  85425. */
  85426. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  85427. private _bestReflectionRenderTargetDimension;
  85428. /**
  85429. * @hidden
  85430. * @param faceIndex face index to bind to if this is a cubetexture
  85431. */
  85432. _bindFrameBuffer(faceIndex?: number): void;
  85433. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  85434. private renderToTarget;
  85435. /**
  85436. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  85437. * This allowed control for front to back rendering or reversly depending of the special needs.
  85438. *
  85439. * @param renderingGroupId The rendering group id corresponding to its index
  85440. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  85441. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  85442. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  85443. */
  85444. 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;
  85445. /**
  85446. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  85447. *
  85448. * @param renderingGroupId The rendering group id corresponding to its index
  85449. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  85450. */
  85451. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  85452. /**
  85453. * Clones the texture.
  85454. * @returns the cloned texture
  85455. */
  85456. clone(): RenderTargetTexture;
  85457. /**
  85458. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  85459. * @returns The JSON representation of the texture
  85460. */
  85461. serialize(): any;
  85462. /**
  85463. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  85464. */
  85465. disposeFramebufferObjects(): void;
  85466. /**
  85467. * Dispose the texture and release its associated resources.
  85468. */
  85469. dispose(): void;
  85470. /** @hidden */
  85471. _rebuild(): void;
  85472. /**
  85473. * Clear the info related to rendering groups preventing retention point in material dispose.
  85474. */
  85475. freeRenderingGroups(): void;
  85476. /**
  85477. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  85478. * @returns the view count
  85479. */
  85480. getViewCount(): number;
  85481. }
  85482. }
  85483. declare module BABYLON {
  85484. /**
  85485. * Base class for the main features of a material in Babylon.js
  85486. */
  85487. export class Material implements IAnimatable {
  85488. /**
  85489. * Returns the triangle fill mode
  85490. */
  85491. static readonly TriangleFillMode: number;
  85492. /**
  85493. * Returns the wireframe mode
  85494. */
  85495. static readonly WireFrameFillMode: number;
  85496. /**
  85497. * Returns the point fill mode
  85498. */
  85499. static readonly PointFillMode: number;
  85500. /**
  85501. * Returns the point list draw mode
  85502. */
  85503. static readonly PointListDrawMode: number;
  85504. /**
  85505. * Returns the line list draw mode
  85506. */
  85507. static readonly LineListDrawMode: number;
  85508. /**
  85509. * Returns the line loop draw mode
  85510. */
  85511. static readonly LineLoopDrawMode: number;
  85512. /**
  85513. * Returns the line strip draw mode
  85514. */
  85515. static readonly LineStripDrawMode: number;
  85516. /**
  85517. * Returns the triangle strip draw mode
  85518. */
  85519. static readonly TriangleStripDrawMode: number;
  85520. /**
  85521. * Returns the triangle fan draw mode
  85522. */
  85523. static readonly TriangleFanDrawMode: number;
  85524. /**
  85525. * Stores the clock-wise side orientation
  85526. */
  85527. static readonly ClockWiseSideOrientation: number;
  85528. /**
  85529. * Stores the counter clock-wise side orientation
  85530. */
  85531. static readonly CounterClockWiseSideOrientation: number;
  85532. /**
  85533. * The dirty texture flag value
  85534. */
  85535. static readonly TextureDirtyFlag: number;
  85536. /**
  85537. * The dirty light flag value
  85538. */
  85539. static readonly LightDirtyFlag: number;
  85540. /**
  85541. * The dirty fresnel flag value
  85542. */
  85543. static readonly FresnelDirtyFlag: number;
  85544. /**
  85545. * The dirty attribute flag value
  85546. */
  85547. static readonly AttributesDirtyFlag: number;
  85548. /**
  85549. * The dirty misc flag value
  85550. */
  85551. static readonly MiscDirtyFlag: number;
  85552. /**
  85553. * The all dirty flag value
  85554. */
  85555. static readonly AllDirtyFlag: number;
  85556. /**
  85557. * The ID of the material
  85558. */
  85559. id: string;
  85560. /**
  85561. * Gets or sets the unique id of the material
  85562. */
  85563. uniqueId: number;
  85564. /**
  85565. * The name of the material
  85566. */
  85567. name: string;
  85568. /**
  85569. * Gets or sets user defined metadata
  85570. */
  85571. metadata: any;
  85572. /**
  85573. * For internal use only. Please do not use.
  85574. */
  85575. reservedDataStore: any;
  85576. /**
  85577. * Specifies if the ready state should be checked on each call
  85578. */
  85579. checkReadyOnEveryCall: boolean;
  85580. /**
  85581. * Specifies if the ready state should be checked once
  85582. */
  85583. checkReadyOnlyOnce: boolean;
  85584. /**
  85585. * The state of the material
  85586. */
  85587. state: string;
  85588. /**
  85589. * The alpha value of the material
  85590. */
  85591. protected _alpha: number;
  85592. /**
  85593. * List of inspectable custom properties (used by the Inspector)
  85594. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  85595. */
  85596. inspectableCustomProperties: IInspectable[];
  85597. /**
  85598. * Sets the alpha value of the material
  85599. */
  85600. /**
  85601. * Gets the alpha value of the material
  85602. */
  85603. alpha: number;
  85604. /**
  85605. * Specifies if back face culling is enabled
  85606. */
  85607. protected _backFaceCulling: boolean;
  85608. /**
  85609. * Sets the back-face culling state
  85610. */
  85611. /**
  85612. * Gets the back-face culling state
  85613. */
  85614. backFaceCulling: boolean;
  85615. /**
  85616. * Stores the value for side orientation
  85617. */
  85618. sideOrientation: number;
  85619. /**
  85620. * Callback triggered when the material is compiled
  85621. */
  85622. onCompiled: Nullable<(effect: Effect) => void>;
  85623. /**
  85624. * Callback triggered when an error occurs
  85625. */
  85626. onError: Nullable<(effect: Effect, errors: string) => void>;
  85627. /**
  85628. * Callback triggered to get the render target textures
  85629. */
  85630. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  85631. /**
  85632. * Gets a boolean indicating that current material needs to register RTT
  85633. */
  85634. readonly hasRenderTargetTextures: boolean;
  85635. /**
  85636. * Specifies if the material should be serialized
  85637. */
  85638. doNotSerialize: boolean;
  85639. /**
  85640. * @hidden
  85641. */
  85642. _storeEffectOnSubMeshes: boolean;
  85643. /**
  85644. * Stores the animations for the material
  85645. */
  85646. animations: Nullable<Array<Animation>>;
  85647. /**
  85648. * An event triggered when the material is disposed
  85649. */
  85650. onDisposeObservable: Observable<Material>;
  85651. /**
  85652. * An observer which watches for dispose events
  85653. */
  85654. private _onDisposeObserver;
  85655. private _onUnBindObservable;
  85656. /**
  85657. * Called during a dispose event
  85658. */
  85659. onDispose: () => void;
  85660. private _onBindObservable;
  85661. /**
  85662. * An event triggered when the material is bound
  85663. */
  85664. readonly onBindObservable: Observable<AbstractMesh>;
  85665. /**
  85666. * An observer which watches for bind events
  85667. */
  85668. private _onBindObserver;
  85669. /**
  85670. * Called during a bind event
  85671. */
  85672. onBind: (Mesh: AbstractMesh) => void;
  85673. /**
  85674. * An event triggered when the material is unbound
  85675. */
  85676. readonly onUnBindObservable: Observable<Material>;
  85677. /**
  85678. * Stores the value of the alpha mode
  85679. */
  85680. private _alphaMode;
  85681. /**
  85682. * Sets the value of the alpha mode.
  85683. *
  85684. * | Value | Type | Description |
  85685. * | --- | --- | --- |
  85686. * | 0 | ALPHA_DISABLE | |
  85687. * | 1 | ALPHA_ADD | |
  85688. * | 2 | ALPHA_COMBINE | |
  85689. * | 3 | ALPHA_SUBTRACT | |
  85690. * | 4 | ALPHA_MULTIPLY | |
  85691. * | 5 | ALPHA_MAXIMIZED | |
  85692. * | 6 | ALPHA_ONEONE | |
  85693. * | 7 | ALPHA_PREMULTIPLIED | |
  85694. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  85695. * | 9 | ALPHA_INTERPOLATE | |
  85696. * | 10 | ALPHA_SCREENMODE | |
  85697. *
  85698. */
  85699. /**
  85700. * Gets the value of the alpha mode
  85701. */
  85702. alphaMode: number;
  85703. /**
  85704. * Stores the state of the need depth pre-pass value
  85705. */
  85706. private _needDepthPrePass;
  85707. /**
  85708. * Sets the need depth pre-pass value
  85709. */
  85710. /**
  85711. * Gets the depth pre-pass value
  85712. */
  85713. needDepthPrePass: boolean;
  85714. /**
  85715. * Specifies if depth writing should be disabled
  85716. */
  85717. disableDepthWrite: boolean;
  85718. /**
  85719. * Specifies if depth writing should be forced
  85720. */
  85721. forceDepthWrite: boolean;
  85722. /**
  85723. * Specifies if there should be a separate pass for culling
  85724. */
  85725. separateCullingPass: boolean;
  85726. /**
  85727. * Stores the state specifing if fog should be enabled
  85728. */
  85729. private _fogEnabled;
  85730. /**
  85731. * Sets the state for enabling fog
  85732. */
  85733. /**
  85734. * Gets the value of the fog enabled state
  85735. */
  85736. fogEnabled: boolean;
  85737. /**
  85738. * Stores the size of points
  85739. */
  85740. pointSize: number;
  85741. /**
  85742. * Stores the z offset value
  85743. */
  85744. zOffset: number;
  85745. /**
  85746. * Gets a value specifying if wireframe mode is enabled
  85747. */
  85748. /**
  85749. * Sets the state of wireframe mode
  85750. */
  85751. wireframe: boolean;
  85752. /**
  85753. * Gets the value specifying if point clouds are enabled
  85754. */
  85755. /**
  85756. * Sets the state of point cloud mode
  85757. */
  85758. pointsCloud: boolean;
  85759. /**
  85760. * Gets the material fill mode
  85761. */
  85762. /**
  85763. * Sets the material fill mode
  85764. */
  85765. fillMode: number;
  85766. /**
  85767. * @hidden
  85768. * Stores the effects for the material
  85769. */
  85770. _effect: Nullable<Effect>;
  85771. /**
  85772. * @hidden
  85773. * Specifies if the material was previously ready
  85774. */
  85775. _wasPreviouslyReady: boolean;
  85776. /**
  85777. * Specifies if uniform buffers should be used
  85778. */
  85779. private _useUBO;
  85780. /**
  85781. * Stores a reference to the scene
  85782. */
  85783. private _scene;
  85784. /**
  85785. * Stores the fill mode state
  85786. */
  85787. private _fillMode;
  85788. /**
  85789. * Specifies if the depth write state should be cached
  85790. */
  85791. private _cachedDepthWriteState;
  85792. /**
  85793. * Stores the uniform buffer
  85794. */
  85795. protected _uniformBuffer: UniformBuffer;
  85796. /** @hidden */
  85797. _indexInSceneMaterialArray: number;
  85798. /** @hidden */
  85799. meshMap: Nullable<{
  85800. [id: string]: AbstractMesh | undefined;
  85801. }>;
  85802. /**
  85803. * Creates a material instance
  85804. * @param name defines the name of the material
  85805. * @param scene defines the scene to reference
  85806. * @param doNotAdd specifies if the material should be added to the scene
  85807. */
  85808. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  85809. /**
  85810. * Returns a string representation of the current material
  85811. * @param fullDetails defines a boolean indicating which levels of logging is desired
  85812. * @returns a string with material information
  85813. */
  85814. toString(fullDetails?: boolean): string;
  85815. /**
  85816. * Gets the class name of the material
  85817. * @returns a string with the class name of the material
  85818. */
  85819. getClassName(): string;
  85820. /**
  85821. * Specifies if updates for the material been locked
  85822. */
  85823. readonly isFrozen: boolean;
  85824. /**
  85825. * Locks updates for the material
  85826. */
  85827. freeze(): void;
  85828. /**
  85829. * Unlocks updates for the material
  85830. */
  85831. unfreeze(): void;
  85832. /**
  85833. * Specifies if the material is ready to be used
  85834. * @param mesh defines the mesh to check
  85835. * @param useInstances specifies if instances should be used
  85836. * @returns a boolean indicating if the material is ready to be used
  85837. */
  85838. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  85839. /**
  85840. * Specifies that the submesh is ready to be used
  85841. * @param mesh defines the mesh to check
  85842. * @param subMesh defines which submesh to check
  85843. * @param useInstances specifies that instances should be used
  85844. * @returns a boolean indicating that the submesh is ready or not
  85845. */
  85846. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  85847. /**
  85848. * Returns the material effect
  85849. * @returns the effect associated with the material
  85850. */
  85851. getEffect(): Nullable<Effect>;
  85852. /**
  85853. * Returns the current scene
  85854. * @returns a Scene
  85855. */
  85856. getScene(): Scene;
  85857. /**
  85858. * Specifies if the material will require alpha blending
  85859. * @returns a boolean specifying if alpha blending is needed
  85860. */
  85861. needAlphaBlending(): boolean;
  85862. /**
  85863. * Specifies if the mesh will require alpha blending
  85864. * @param mesh defines the mesh to check
  85865. * @returns a boolean specifying if alpha blending is needed for the mesh
  85866. */
  85867. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  85868. /**
  85869. * Specifies if this material should be rendered in alpha test mode
  85870. * @returns a boolean specifying if an alpha test is needed.
  85871. */
  85872. needAlphaTesting(): boolean;
  85873. /**
  85874. * Gets the texture used for the alpha test
  85875. * @returns the texture to use for alpha testing
  85876. */
  85877. getAlphaTestTexture(): Nullable<BaseTexture>;
  85878. /**
  85879. * Marks the material to indicate that it needs to be re-calculated
  85880. */
  85881. markDirty(): void;
  85882. /** @hidden */
  85883. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  85884. /**
  85885. * Binds the material to the mesh
  85886. * @param world defines the world transformation matrix
  85887. * @param mesh defines the mesh to bind the material to
  85888. */
  85889. bind(world: Matrix, mesh?: Mesh): void;
  85890. /**
  85891. * Binds the submesh to the material
  85892. * @param world defines the world transformation matrix
  85893. * @param mesh defines the mesh containing the submesh
  85894. * @param subMesh defines the submesh to bind the material to
  85895. */
  85896. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  85897. /**
  85898. * Binds the world matrix to the material
  85899. * @param world defines the world transformation matrix
  85900. */
  85901. bindOnlyWorldMatrix(world: Matrix): void;
  85902. /**
  85903. * Binds the scene's uniform buffer to the effect.
  85904. * @param effect defines the effect to bind to the scene uniform buffer
  85905. * @param sceneUbo defines the uniform buffer storing scene data
  85906. */
  85907. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  85908. /**
  85909. * Binds the view matrix to the effect
  85910. * @param effect defines the effect to bind the view matrix to
  85911. */
  85912. bindView(effect: Effect): void;
  85913. /**
  85914. * Binds the view projection matrix to the effect
  85915. * @param effect defines the effect to bind the view projection matrix to
  85916. */
  85917. bindViewProjection(effect: Effect): void;
  85918. /**
  85919. * Specifies if material alpha testing should be turned on for the mesh
  85920. * @param mesh defines the mesh to check
  85921. */
  85922. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  85923. /**
  85924. * Processes to execute after binding the material to a mesh
  85925. * @param mesh defines the rendered mesh
  85926. */
  85927. protected _afterBind(mesh?: Mesh): void;
  85928. /**
  85929. * Unbinds the material from the mesh
  85930. */
  85931. unbind(): void;
  85932. /**
  85933. * Gets the active textures from the material
  85934. * @returns an array of textures
  85935. */
  85936. getActiveTextures(): BaseTexture[];
  85937. /**
  85938. * Specifies if the material uses a texture
  85939. * @param texture defines the texture to check against the material
  85940. * @returns a boolean specifying if the material uses the texture
  85941. */
  85942. hasTexture(texture: BaseTexture): boolean;
  85943. /**
  85944. * Makes a duplicate of the material, and gives it a new name
  85945. * @param name defines the new name for the duplicated material
  85946. * @returns the cloned material
  85947. */
  85948. clone(name: string): Nullable<Material>;
  85949. /**
  85950. * Gets the meshes bound to the material
  85951. * @returns an array of meshes bound to the material
  85952. */
  85953. getBindedMeshes(): AbstractMesh[];
  85954. /**
  85955. * Force shader compilation
  85956. * @param mesh defines the mesh associated with this material
  85957. * @param onCompiled defines a function to execute once the material is compiled
  85958. * @param options defines the options to configure the compilation
  85959. */
  85960. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  85961. clipPlane: boolean;
  85962. }>): void;
  85963. /**
  85964. * Force shader compilation
  85965. * @param mesh defines the mesh that will use this material
  85966. * @param options defines additional options for compiling the shaders
  85967. * @returns a promise that resolves when the compilation completes
  85968. */
  85969. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  85970. clipPlane: boolean;
  85971. }>): Promise<void>;
  85972. private static readonly _AllDirtyCallBack;
  85973. private static readonly _ImageProcessingDirtyCallBack;
  85974. private static readonly _TextureDirtyCallBack;
  85975. private static readonly _FresnelDirtyCallBack;
  85976. private static readonly _MiscDirtyCallBack;
  85977. private static readonly _LightsDirtyCallBack;
  85978. private static readonly _AttributeDirtyCallBack;
  85979. private static _FresnelAndMiscDirtyCallBack;
  85980. private static _TextureAndMiscDirtyCallBack;
  85981. private static readonly _DirtyCallbackArray;
  85982. private static readonly _RunDirtyCallBacks;
  85983. /**
  85984. * Marks a define in the material to indicate that it needs to be re-computed
  85985. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  85986. */
  85987. markAsDirty(flag: number): void;
  85988. /**
  85989. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  85990. * @param func defines a function which checks material defines against the submeshes
  85991. */
  85992. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  85993. /**
  85994. * Indicates that we need to re-calculated for all submeshes
  85995. */
  85996. protected _markAllSubMeshesAsAllDirty(): void;
  85997. /**
  85998. * Indicates that image processing needs to be re-calculated for all submeshes
  85999. */
  86000. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  86001. /**
  86002. * Indicates that textures need to be re-calculated for all submeshes
  86003. */
  86004. protected _markAllSubMeshesAsTexturesDirty(): void;
  86005. /**
  86006. * Indicates that fresnel needs to be re-calculated for all submeshes
  86007. */
  86008. protected _markAllSubMeshesAsFresnelDirty(): void;
  86009. /**
  86010. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  86011. */
  86012. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  86013. /**
  86014. * Indicates that lights need to be re-calculated for all submeshes
  86015. */
  86016. protected _markAllSubMeshesAsLightsDirty(): void;
  86017. /**
  86018. * Indicates that attributes need to be re-calculated for all submeshes
  86019. */
  86020. protected _markAllSubMeshesAsAttributesDirty(): void;
  86021. /**
  86022. * Indicates that misc needs to be re-calculated for all submeshes
  86023. */
  86024. protected _markAllSubMeshesAsMiscDirty(): void;
  86025. /**
  86026. * Indicates that textures and misc need to be re-calculated for all submeshes
  86027. */
  86028. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  86029. /**
  86030. * Disposes the material
  86031. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  86032. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  86033. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  86034. */
  86035. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  86036. /** @hidden */
  86037. private releaseVertexArrayObject;
  86038. /**
  86039. * Serializes this material
  86040. * @returns the serialized material object
  86041. */
  86042. serialize(): any;
  86043. /**
  86044. * Creates a material from parsed material data
  86045. * @param parsedMaterial defines parsed material data
  86046. * @param scene defines the hosting scene
  86047. * @param rootUrl defines the root URL to use to load textures
  86048. * @returns a new material
  86049. */
  86050. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  86051. }
  86052. }
  86053. declare module BABYLON {
  86054. /**
  86055. * A multi-material is used to apply different materials to different parts of the same object without the need of
  86056. * separate meshes. This can be use to improve performances.
  86057. * @see http://doc.babylonjs.com/how_to/multi_materials
  86058. */
  86059. export class MultiMaterial extends Material {
  86060. private _subMaterials;
  86061. /**
  86062. * Gets or Sets the list of Materials used within the multi material.
  86063. * They need to be ordered according to the submeshes order in the associated mesh
  86064. */
  86065. subMaterials: Nullable<Material>[];
  86066. /**
  86067. * Function used to align with Node.getChildren()
  86068. * @returns the list of Materials used within the multi material
  86069. */
  86070. getChildren(): Nullable<Material>[];
  86071. /**
  86072. * Instantiates a new Multi Material
  86073. * A multi-material is used to apply different materials to different parts of the same object without the need of
  86074. * separate meshes. This can be use to improve performances.
  86075. * @see http://doc.babylonjs.com/how_to/multi_materials
  86076. * @param name Define the name in the scene
  86077. * @param scene Define the scene the material belongs to
  86078. */
  86079. constructor(name: string, scene: Scene);
  86080. private _hookArray;
  86081. /**
  86082. * Get one of the submaterial by its index in the submaterials array
  86083. * @param index The index to look the sub material at
  86084. * @returns The Material if the index has been defined
  86085. */
  86086. getSubMaterial(index: number): Nullable<Material>;
  86087. /**
  86088. * Get the list of active textures for the whole sub materials list.
  86089. * @returns All the textures that will be used during the rendering
  86090. */
  86091. getActiveTextures(): BaseTexture[];
  86092. /**
  86093. * Gets the current class name of the material e.g. "MultiMaterial"
  86094. * Mainly use in serialization.
  86095. * @returns the class name
  86096. */
  86097. getClassName(): string;
  86098. /**
  86099. * Checks if the material is ready to render the requested sub mesh
  86100. * @param mesh Define the mesh the submesh belongs to
  86101. * @param subMesh Define the sub mesh to look readyness for
  86102. * @param useInstances Define whether or not the material is used with instances
  86103. * @returns true if ready, otherwise false
  86104. */
  86105. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  86106. /**
  86107. * Clones the current material and its related sub materials
  86108. * @param name Define the name of the newly cloned material
  86109. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  86110. * @returns the cloned material
  86111. */
  86112. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  86113. /**
  86114. * Serializes the materials into a JSON representation.
  86115. * @returns the JSON representation
  86116. */
  86117. serialize(): any;
  86118. /**
  86119. * Dispose the material and release its associated resources
  86120. * @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)
  86121. * @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)
  86122. * @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)
  86123. */
  86124. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  86125. /**
  86126. * Creates a MultiMaterial from parsed MultiMaterial data.
  86127. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  86128. * @param scene defines the hosting scene
  86129. * @returns a new MultiMaterial
  86130. */
  86131. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  86132. }
  86133. }
  86134. declare module BABYLON {
  86135. /**
  86136. * Base class for submeshes
  86137. */
  86138. export class BaseSubMesh {
  86139. /** @hidden */
  86140. _materialDefines: Nullable<MaterialDefines>;
  86141. /** @hidden */
  86142. _materialEffect: Nullable<Effect>;
  86143. /**
  86144. * Gets associated effect
  86145. */
  86146. readonly effect: Nullable<Effect>;
  86147. /**
  86148. * Sets associated effect (effect used to render this submesh)
  86149. * @param effect defines the effect to associate with
  86150. * @param defines defines the set of defines used to compile this effect
  86151. */
  86152. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  86153. }
  86154. /**
  86155. * Defines a subdivision inside a mesh
  86156. */
  86157. export class SubMesh extends BaseSubMesh implements ICullable {
  86158. /** the material index to use */
  86159. materialIndex: number;
  86160. /** vertex index start */
  86161. verticesStart: number;
  86162. /** vertices count */
  86163. verticesCount: number;
  86164. /** index start */
  86165. indexStart: number;
  86166. /** indices count */
  86167. indexCount: number;
  86168. /** @hidden */
  86169. _linesIndexCount: number;
  86170. private _mesh;
  86171. private _renderingMesh;
  86172. private _boundingInfo;
  86173. private _linesIndexBuffer;
  86174. /** @hidden */
  86175. _lastColliderWorldVertices: Nullable<Vector3[]>;
  86176. /** @hidden */
  86177. _trianglePlanes: Plane[];
  86178. /** @hidden */
  86179. _lastColliderTransformMatrix: Nullable<Matrix>;
  86180. /** @hidden */
  86181. _renderId: number;
  86182. /** @hidden */
  86183. _alphaIndex: number;
  86184. /** @hidden */
  86185. _distanceToCamera: number;
  86186. /** @hidden */
  86187. _id: number;
  86188. private _currentMaterial;
  86189. /**
  86190. * Add a new submesh to a mesh
  86191. * @param materialIndex defines the material index to use
  86192. * @param verticesStart defines vertex index start
  86193. * @param verticesCount defines vertices count
  86194. * @param indexStart defines index start
  86195. * @param indexCount defines indices count
  86196. * @param mesh defines the parent mesh
  86197. * @param renderingMesh defines an optional rendering mesh
  86198. * @param createBoundingBox defines if bounding box should be created for this submesh
  86199. * @returns the new submesh
  86200. */
  86201. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  86202. /**
  86203. * Creates a new submesh
  86204. * @param materialIndex defines the material index to use
  86205. * @param verticesStart defines vertex index start
  86206. * @param verticesCount defines vertices count
  86207. * @param indexStart defines index start
  86208. * @param indexCount defines indices count
  86209. * @param mesh defines the parent mesh
  86210. * @param renderingMesh defines an optional rendering mesh
  86211. * @param createBoundingBox defines if bounding box should be created for this submesh
  86212. */
  86213. constructor(
  86214. /** the material index to use */
  86215. materialIndex: number,
  86216. /** vertex index start */
  86217. verticesStart: number,
  86218. /** vertices count */
  86219. verticesCount: number,
  86220. /** index start */
  86221. indexStart: number,
  86222. /** indices count */
  86223. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  86224. /**
  86225. * Returns true if this submesh covers the entire parent mesh
  86226. * @ignorenaming
  86227. */
  86228. readonly IsGlobal: boolean;
  86229. /**
  86230. * Returns the submesh BoudingInfo object
  86231. * @returns current bounding info (or mesh's one if the submesh is global)
  86232. */
  86233. getBoundingInfo(): BoundingInfo;
  86234. /**
  86235. * Sets the submesh BoundingInfo
  86236. * @param boundingInfo defines the new bounding info to use
  86237. * @returns the SubMesh
  86238. */
  86239. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  86240. /**
  86241. * Returns the mesh of the current submesh
  86242. * @return the parent mesh
  86243. */
  86244. getMesh(): AbstractMesh;
  86245. /**
  86246. * Returns the rendering mesh of the submesh
  86247. * @returns the rendering mesh (could be different from parent mesh)
  86248. */
  86249. getRenderingMesh(): Mesh;
  86250. /**
  86251. * Returns the submesh material
  86252. * @returns null or the current material
  86253. */
  86254. getMaterial(): Nullable<Material>;
  86255. /**
  86256. * Sets a new updated BoundingInfo object to the submesh
  86257. * @param data defines an optional position array to use to determine the bounding info
  86258. * @returns the SubMesh
  86259. */
  86260. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  86261. /** @hidden */
  86262. _checkCollision(collider: Collider): boolean;
  86263. /**
  86264. * Updates the submesh BoundingInfo
  86265. * @param world defines the world matrix to use to update the bounding info
  86266. * @returns the submesh
  86267. */
  86268. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  86269. /**
  86270. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  86271. * @param frustumPlanes defines the frustum planes
  86272. * @returns true if the submesh is intersecting with the frustum
  86273. */
  86274. isInFrustum(frustumPlanes: Plane[]): boolean;
  86275. /**
  86276. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  86277. * @param frustumPlanes defines the frustum planes
  86278. * @returns true if the submesh is inside the frustum
  86279. */
  86280. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  86281. /**
  86282. * Renders the submesh
  86283. * @param enableAlphaMode defines if alpha needs to be used
  86284. * @returns the submesh
  86285. */
  86286. render(enableAlphaMode: boolean): SubMesh;
  86287. /**
  86288. * @hidden
  86289. */
  86290. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  86291. /**
  86292. * Checks if the submesh intersects with a ray
  86293. * @param ray defines the ray to test
  86294. * @returns true is the passed ray intersects the submesh bounding box
  86295. */
  86296. canIntersects(ray: Ray): boolean;
  86297. /**
  86298. * Intersects current submesh with a ray
  86299. * @param ray defines the ray to test
  86300. * @param positions defines mesh's positions array
  86301. * @param indices defines mesh's indices array
  86302. * @param fastCheck defines if only bounding info should be used
  86303. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  86304. * @returns intersection info or null if no intersection
  86305. */
  86306. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  86307. /** @hidden */
  86308. private _intersectLines;
  86309. /** @hidden */
  86310. private _intersectUnIndexedLines;
  86311. /** @hidden */
  86312. private _intersectTriangles;
  86313. /** @hidden */
  86314. private _intersectUnIndexedTriangles;
  86315. /** @hidden */
  86316. _rebuild(): void;
  86317. /**
  86318. * Creates a new submesh from the passed mesh
  86319. * @param newMesh defines the new hosting mesh
  86320. * @param newRenderingMesh defines an optional rendering mesh
  86321. * @returns the new submesh
  86322. */
  86323. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  86324. /**
  86325. * Release associated resources
  86326. */
  86327. dispose(): void;
  86328. /**
  86329. * Gets the class name
  86330. * @returns the string "SubMesh".
  86331. */
  86332. getClassName(): string;
  86333. /**
  86334. * Creates a new submesh from indices data
  86335. * @param materialIndex the index of the main mesh material
  86336. * @param startIndex the index where to start the copy in the mesh indices array
  86337. * @param indexCount the number of indices to copy then from the startIndex
  86338. * @param mesh the main mesh to create the submesh from
  86339. * @param renderingMesh the optional rendering mesh
  86340. * @returns a new submesh
  86341. */
  86342. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  86343. }
  86344. }
  86345. declare module BABYLON {
  86346. /**
  86347. * Class used to represent data loading progression
  86348. */
  86349. export class SceneLoaderFlags {
  86350. private static _ForceFullSceneLoadingForIncremental;
  86351. private static _ShowLoadingScreen;
  86352. private static _CleanBoneMatrixWeights;
  86353. private static _loggingLevel;
  86354. /**
  86355. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  86356. */
  86357. static ForceFullSceneLoadingForIncremental: boolean;
  86358. /**
  86359. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  86360. */
  86361. static ShowLoadingScreen: boolean;
  86362. /**
  86363. * Defines the current logging level (while loading the scene)
  86364. * @ignorenaming
  86365. */
  86366. static loggingLevel: number;
  86367. /**
  86368. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  86369. */
  86370. static CleanBoneMatrixWeights: boolean;
  86371. }
  86372. }
  86373. declare module BABYLON {
  86374. /**
  86375. * Class used to store geometry data (vertex buffers + index buffer)
  86376. */
  86377. export class Geometry implements IGetSetVerticesData {
  86378. /**
  86379. * Gets or sets the ID of the geometry
  86380. */
  86381. id: string;
  86382. /**
  86383. * Gets or sets the unique ID of the geometry
  86384. */
  86385. uniqueId: number;
  86386. /**
  86387. * Gets the delay loading state of the geometry (none by default which means not delayed)
  86388. */
  86389. delayLoadState: number;
  86390. /**
  86391. * Gets the file containing the data to load when running in delay load state
  86392. */
  86393. delayLoadingFile: Nullable<string>;
  86394. /**
  86395. * Callback called when the geometry is updated
  86396. */
  86397. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  86398. private _scene;
  86399. private _engine;
  86400. private _meshes;
  86401. private _totalVertices;
  86402. /** @hidden */
  86403. _indices: IndicesArray;
  86404. /** @hidden */
  86405. _vertexBuffers: {
  86406. [key: string]: VertexBuffer;
  86407. };
  86408. private _isDisposed;
  86409. private _extend;
  86410. private _boundingBias;
  86411. /** @hidden */
  86412. _delayInfo: Array<string>;
  86413. private _indexBuffer;
  86414. private _indexBufferIsUpdatable;
  86415. /** @hidden */
  86416. _boundingInfo: Nullable<BoundingInfo>;
  86417. /** @hidden */
  86418. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  86419. /** @hidden */
  86420. _softwareSkinningFrameId: number;
  86421. private _vertexArrayObjects;
  86422. private _updatable;
  86423. /** @hidden */
  86424. _positions: Nullable<Vector3[]>;
  86425. /**
  86426. * 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
  86427. */
  86428. /**
  86429. * 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
  86430. */
  86431. boundingBias: Vector2;
  86432. /**
  86433. * Static function used to attach a new empty geometry to a mesh
  86434. * @param mesh defines the mesh to attach the geometry to
  86435. * @returns the new Geometry
  86436. */
  86437. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  86438. /**
  86439. * Creates a new geometry
  86440. * @param id defines the unique ID
  86441. * @param scene defines the hosting scene
  86442. * @param vertexData defines the VertexData used to get geometry data
  86443. * @param updatable defines if geometry must be updatable (false by default)
  86444. * @param mesh defines the mesh that will be associated with the geometry
  86445. */
  86446. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  86447. /**
  86448. * Gets the current extend of the geometry
  86449. */
  86450. readonly extend: {
  86451. minimum: Vector3;
  86452. maximum: Vector3;
  86453. };
  86454. /**
  86455. * Gets the hosting scene
  86456. * @returns the hosting Scene
  86457. */
  86458. getScene(): Scene;
  86459. /**
  86460. * Gets the hosting engine
  86461. * @returns the hosting Engine
  86462. */
  86463. getEngine(): Engine;
  86464. /**
  86465. * Defines if the geometry is ready to use
  86466. * @returns true if the geometry is ready to be used
  86467. */
  86468. isReady(): boolean;
  86469. /**
  86470. * Gets a value indicating that the geometry should not be serialized
  86471. */
  86472. readonly doNotSerialize: boolean;
  86473. /** @hidden */
  86474. _rebuild(): void;
  86475. /**
  86476. * Affects all geometry data in one call
  86477. * @param vertexData defines the geometry data
  86478. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  86479. */
  86480. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  86481. /**
  86482. * Set specific vertex data
  86483. * @param kind defines the data kind (Position, normal, etc...)
  86484. * @param data defines the vertex data to use
  86485. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  86486. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  86487. */
  86488. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  86489. /**
  86490. * Removes a specific vertex data
  86491. * @param kind defines the data kind (Position, normal, etc...)
  86492. */
  86493. removeVerticesData(kind: string): void;
  86494. /**
  86495. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  86496. * @param buffer defines the vertex buffer to use
  86497. * @param totalVertices defines the total number of vertices for position kind (could be null)
  86498. */
  86499. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  86500. /**
  86501. * Update a specific vertex buffer
  86502. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  86503. * It will do nothing if the buffer is not updatable
  86504. * @param kind defines the data kind (Position, normal, etc...)
  86505. * @param data defines the data to use
  86506. * @param offset defines the offset in the target buffer where to store the data
  86507. * @param useBytes set to true if the offset is in bytes
  86508. */
  86509. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  86510. /**
  86511. * Update a specific vertex buffer
  86512. * This function will create a new buffer if the current one is not updatable
  86513. * @param kind defines the data kind (Position, normal, etc...)
  86514. * @param data defines the data to use
  86515. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  86516. */
  86517. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  86518. private _updateBoundingInfo;
  86519. /** @hidden */
  86520. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  86521. /**
  86522. * Gets total number of vertices
  86523. * @returns the total number of vertices
  86524. */
  86525. getTotalVertices(): number;
  86526. /**
  86527. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  86528. * @param kind defines the data kind (Position, normal, etc...)
  86529. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86530. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86531. * @returns a float array containing vertex data
  86532. */
  86533. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  86534. /**
  86535. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  86536. * @param kind defines the data kind (Position, normal, etc...)
  86537. * @returns true if the vertex buffer with the specified kind is updatable
  86538. */
  86539. isVertexBufferUpdatable(kind: string): boolean;
  86540. /**
  86541. * Gets a specific vertex buffer
  86542. * @param kind defines the data kind (Position, normal, etc...)
  86543. * @returns a VertexBuffer
  86544. */
  86545. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  86546. /**
  86547. * Returns all vertex buffers
  86548. * @return an object holding all vertex buffers indexed by kind
  86549. */
  86550. getVertexBuffers(): Nullable<{
  86551. [key: string]: VertexBuffer;
  86552. }>;
  86553. /**
  86554. * Gets a boolean indicating if specific vertex buffer is present
  86555. * @param kind defines the data kind (Position, normal, etc...)
  86556. * @returns true if data is present
  86557. */
  86558. isVerticesDataPresent(kind: string): boolean;
  86559. /**
  86560. * Gets a list of all attached data kinds (Position, normal, etc...)
  86561. * @returns a list of string containing all kinds
  86562. */
  86563. getVerticesDataKinds(): string[];
  86564. /**
  86565. * Update index buffer
  86566. * @param indices defines the indices to store in the index buffer
  86567. * @param offset defines the offset in the target buffer where to store the data
  86568. * @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)
  86569. */
  86570. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  86571. /**
  86572. * Creates a new index buffer
  86573. * @param indices defines the indices to store in the index buffer
  86574. * @param totalVertices defines the total number of vertices (could be null)
  86575. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  86576. */
  86577. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  86578. /**
  86579. * Return the total number of indices
  86580. * @returns the total number of indices
  86581. */
  86582. getTotalIndices(): number;
  86583. /**
  86584. * Gets the index buffer array
  86585. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86586. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86587. * @returns the index buffer array
  86588. */
  86589. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  86590. /**
  86591. * Gets the index buffer
  86592. * @return the index buffer
  86593. */
  86594. getIndexBuffer(): Nullable<DataBuffer>;
  86595. /** @hidden */
  86596. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  86597. /**
  86598. * Release the associated resources for a specific mesh
  86599. * @param mesh defines the source mesh
  86600. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  86601. */
  86602. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  86603. /**
  86604. * Apply current geometry to a given mesh
  86605. * @param mesh defines the mesh to apply geometry to
  86606. */
  86607. applyToMesh(mesh: Mesh): void;
  86608. private _updateExtend;
  86609. private _applyToMesh;
  86610. private notifyUpdate;
  86611. /**
  86612. * Load the geometry if it was flagged as delay loaded
  86613. * @param scene defines the hosting scene
  86614. * @param onLoaded defines a callback called when the geometry is loaded
  86615. */
  86616. load(scene: Scene, onLoaded?: () => void): void;
  86617. private _queueLoad;
  86618. /**
  86619. * Invert the geometry to move from a right handed system to a left handed one.
  86620. */
  86621. toLeftHanded(): void;
  86622. /** @hidden */
  86623. _resetPointsArrayCache(): void;
  86624. /** @hidden */
  86625. _generatePointsArray(): boolean;
  86626. /**
  86627. * Gets a value indicating if the geometry is disposed
  86628. * @returns true if the geometry was disposed
  86629. */
  86630. isDisposed(): boolean;
  86631. private _disposeVertexArrayObjects;
  86632. /**
  86633. * Free all associated resources
  86634. */
  86635. dispose(): void;
  86636. /**
  86637. * Clone the current geometry into a new geometry
  86638. * @param id defines the unique ID of the new geometry
  86639. * @returns a new geometry object
  86640. */
  86641. copy(id: string): Geometry;
  86642. /**
  86643. * Serialize the current geometry info (and not the vertices data) into a JSON object
  86644. * @return a JSON representation of the current geometry data (without the vertices data)
  86645. */
  86646. serialize(): any;
  86647. private toNumberArray;
  86648. /**
  86649. * Serialize all vertices data into a JSON oject
  86650. * @returns a JSON representation of the current geometry data
  86651. */
  86652. serializeVerticeData(): any;
  86653. /**
  86654. * Extracts a clone of a mesh geometry
  86655. * @param mesh defines the source mesh
  86656. * @param id defines the unique ID of the new geometry object
  86657. * @returns the new geometry object
  86658. */
  86659. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  86660. /**
  86661. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  86662. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  86663. * Be aware Math.random() could cause collisions, but:
  86664. * "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"
  86665. * @returns a string containing a new GUID
  86666. */
  86667. static RandomId(): string;
  86668. /** @hidden */
  86669. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  86670. private static _CleanMatricesWeights;
  86671. /**
  86672. * Create a new geometry from persisted data (Using .babylon file format)
  86673. * @param parsedVertexData defines the persisted data
  86674. * @param scene defines the hosting scene
  86675. * @param rootUrl defines the root url to use to load assets (like delayed data)
  86676. * @returns the new geometry object
  86677. */
  86678. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  86679. }
  86680. }
  86681. declare module BABYLON {
  86682. /**
  86683. * Define an interface for all classes that will get and set the data on vertices
  86684. */
  86685. export interface IGetSetVerticesData {
  86686. /**
  86687. * Gets a boolean indicating if specific vertex data is present
  86688. * @param kind defines the vertex data kind to use
  86689. * @returns true is data kind is present
  86690. */
  86691. isVerticesDataPresent(kind: string): boolean;
  86692. /**
  86693. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  86694. * @param kind defines the data kind (Position, normal, etc...)
  86695. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86696. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86697. * @returns a float array containing vertex data
  86698. */
  86699. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  86700. /**
  86701. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  86702. * @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.
  86703. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86704. * @returns the indices array or an empty array if the mesh has no geometry
  86705. */
  86706. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  86707. /**
  86708. * Set specific vertex data
  86709. * @param kind defines the data kind (Position, normal, etc...)
  86710. * @param data defines the vertex data to use
  86711. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  86712. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  86713. */
  86714. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  86715. /**
  86716. * Update a specific associated vertex buffer
  86717. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  86718. * - VertexBuffer.PositionKind
  86719. * - VertexBuffer.UVKind
  86720. * - VertexBuffer.UV2Kind
  86721. * - VertexBuffer.UV3Kind
  86722. * - VertexBuffer.UV4Kind
  86723. * - VertexBuffer.UV5Kind
  86724. * - VertexBuffer.UV6Kind
  86725. * - VertexBuffer.ColorKind
  86726. * - VertexBuffer.MatricesIndicesKind
  86727. * - VertexBuffer.MatricesIndicesExtraKind
  86728. * - VertexBuffer.MatricesWeightsKind
  86729. * - VertexBuffer.MatricesWeightsExtraKind
  86730. * @param data defines the data source
  86731. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  86732. * @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)
  86733. */
  86734. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  86735. /**
  86736. * Creates a new index buffer
  86737. * @param indices defines the indices to store in the index buffer
  86738. * @param totalVertices defines the total number of vertices (could be null)
  86739. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  86740. */
  86741. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  86742. }
  86743. /**
  86744. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  86745. */
  86746. export class VertexData {
  86747. /**
  86748. * Mesh side orientation : usually the external or front surface
  86749. */
  86750. static readonly FRONTSIDE: number;
  86751. /**
  86752. * Mesh side orientation : usually the internal or back surface
  86753. */
  86754. static readonly BACKSIDE: number;
  86755. /**
  86756. * Mesh side orientation : both internal and external or front and back surfaces
  86757. */
  86758. static readonly DOUBLESIDE: number;
  86759. /**
  86760. * Mesh side orientation : by default, `FRONTSIDE`
  86761. */
  86762. static readonly DEFAULTSIDE: number;
  86763. /**
  86764. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  86765. */
  86766. positions: Nullable<FloatArray>;
  86767. /**
  86768. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  86769. */
  86770. normals: Nullable<FloatArray>;
  86771. /**
  86772. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  86773. */
  86774. tangents: Nullable<FloatArray>;
  86775. /**
  86776. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86777. */
  86778. uvs: Nullable<FloatArray>;
  86779. /**
  86780. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86781. */
  86782. uvs2: Nullable<FloatArray>;
  86783. /**
  86784. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86785. */
  86786. uvs3: Nullable<FloatArray>;
  86787. /**
  86788. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86789. */
  86790. uvs4: Nullable<FloatArray>;
  86791. /**
  86792. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86793. */
  86794. uvs5: Nullable<FloatArray>;
  86795. /**
  86796. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86797. */
  86798. uvs6: Nullable<FloatArray>;
  86799. /**
  86800. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  86801. */
  86802. colors: Nullable<FloatArray>;
  86803. /**
  86804. * 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).
  86805. */
  86806. matricesIndices: Nullable<FloatArray>;
  86807. /**
  86808. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  86809. */
  86810. matricesWeights: Nullable<FloatArray>;
  86811. /**
  86812. * An array extending the number of possible indices
  86813. */
  86814. matricesIndicesExtra: Nullable<FloatArray>;
  86815. /**
  86816. * An array extending the number of possible weights when the number of indices is extended
  86817. */
  86818. matricesWeightsExtra: Nullable<FloatArray>;
  86819. /**
  86820. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  86821. */
  86822. indices: Nullable<IndicesArray>;
  86823. /**
  86824. * Uses the passed data array to set the set the values for the specified kind of data
  86825. * @param data a linear array of floating numbers
  86826. * @param kind the type of data that is being set, eg positions, colors etc
  86827. */
  86828. set(data: FloatArray, kind: string): void;
  86829. /**
  86830. * Associates the vertexData to the passed Mesh.
  86831. * Sets it as updatable or not (default `false`)
  86832. * @param mesh the mesh the vertexData is applied to
  86833. * @param updatable when used and having the value true allows new data to update the vertexData
  86834. * @returns the VertexData
  86835. */
  86836. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  86837. /**
  86838. * Associates the vertexData to the passed Geometry.
  86839. * Sets it as updatable or not (default `false`)
  86840. * @param geometry the geometry the vertexData is applied to
  86841. * @param updatable when used and having the value true allows new data to update the vertexData
  86842. * @returns VertexData
  86843. */
  86844. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  86845. /**
  86846. * Updates the associated mesh
  86847. * @param mesh the mesh to be updated
  86848. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  86849. * @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
  86850. * @returns VertexData
  86851. */
  86852. updateMesh(mesh: Mesh): VertexData;
  86853. /**
  86854. * Updates the associated geometry
  86855. * @param geometry the geometry to be updated
  86856. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  86857. * @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
  86858. * @returns VertexData.
  86859. */
  86860. updateGeometry(geometry: Geometry): VertexData;
  86861. private _applyTo;
  86862. private _update;
  86863. /**
  86864. * Transforms each position and each normal of the vertexData according to the passed Matrix
  86865. * @param matrix the transforming matrix
  86866. * @returns the VertexData
  86867. */
  86868. transform(matrix: Matrix): VertexData;
  86869. /**
  86870. * Merges the passed VertexData into the current one
  86871. * @param other the VertexData to be merged into the current one
  86872. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  86873. * @returns the modified VertexData
  86874. */
  86875. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  86876. private _mergeElement;
  86877. private _validate;
  86878. /**
  86879. * Serializes the VertexData
  86880. * @returns a serialized object
  86881. */
  86882. serialize(): any;
  86883. /**
  86884. * Extracts the vertexData from a mesh
  86885. * @param mesh the mesh from which to extract the VertexData
  86886. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  86887. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  86888. * @returns the object VertexData associated to the passed mesh
  86889. */
  86890. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  86891. /**
  86892. * Extracts the vertexData from the geometry
  86893. * @param geometry the geometry from which to extract the VertexData
  86894. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  86895. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  86896. * @returns the object VertexData associated to the passed mesh
  86897. */
  86898. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  86899. private static _ExtractFrom;
  86900. /**
  86901. * Creates the VertexData for a Ribbon
  86902. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  86903. * * pathArray array of paths, each of which an array of successive Vector3
  86904. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  86905. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  86906. * * 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
  86907. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86908. * * 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)
  86909. * * 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)
  86910. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  86911. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  86912. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  86913. * @returns the VertexData of the ribbon
  86914. */
  86915. static CreateRibbon(options: {
  86916. pathArray: Vector3[][];
  86917. closeArray?: boolean;
  86918. closePath?: boolean;
  86919. offset?: number;
  86920. sideOrientation?: number;
  86921. frontUVs?: Vector4;
  86922. backUVs?: Vector4;
  86923. invertUV?: boolean;
  86924. uvs?: Vector2[];
  86925. colors?: Color4[];
  86926. }): VertexData;
  86927. /**
  86928. * Creates the VertexData for a box
  86929. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86930. * * size sets the width, height and depth of the box to the value of size, optional default 1
  86931. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  86932. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  86933. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  86934. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  86935. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  86936. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86937. * * 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)
  86938. * * 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)
  86939. * @returns the VertexData of the box
  86940. */
  86941. static CreateBox(options: {
  86942. size?: number;
  86943. width?: number;
  86944. height?: number;
  86945. depth?: number;
  86946. faceUV?: Vector4[];
  86947. faceColors?: Color4[];
  86948. sideOrientation?: number;
  86949. frontUVs?: Vector4;
  86950. backUVs?: Vector4;
  86951. }): VertexData;
  86952. /**
  86953. * Creates the VertexData for a tiled box
  86954. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86955. * * faceTiles sets the pattern, tile size and number of tiles for a face
  86956. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  86957. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  86958. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86959. * @returns the VertexData of the box
  86960. */
  86961. static CreateTiledBox(options: {
  86962. pattern?: number;
  86963. width?: number;
  86964. height?: number;
  86965. depth?: number;
  86966. tileSize?: number;
  86967. tileWidth?: number;
  86968. tileHeight?: number;
  86969. alignHorizontal?: number;
  86970. alignVertical?: number;
  86971. faceUV?: Vector4[];
  86972. faceColors?: Color4[];
  86973. sideOrientation?: number;
  86974. }): VertexData;
  86975. /**
  86976. * Creates the VertexData for a tiled plane
  86977. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86978. * * pattern a limited pattern arrangement depending on the number
  86979. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  86980. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  86981. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  86982. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86983. * * 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)
  86984. * * 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)
  86985. * @returns the VertexData of the tiled plane
  86986. */
  86987. static CreateTiledPlane(options: {
  86988. pattern?: number;
  86989. tileSize?: number;
  86990. tileWidth?: number;
  86991. tileHeight?: number;
  86992. size?: number;
  86993. width?: number;
  86994. height?: number;
  86995. alignHorizontal?: number;
  86996. alignVertical?: number;
  86997. sideOrientation?: number;
  86998. frontUVs?: Vector4;
  86999. backUVs?: Vector4;
  87000. }): VertexData;
  87001. /**
  87002. * Creates the VertexData for an ellipsoid, defaults to a sphere
  87003. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87004. * * segments sets the number of horizontal strips optional, default 32
  87005. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  87006. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  87007. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  87008. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  87009. * * 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
  87010. * * 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
  87011. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87012. * * 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)
  87013. * * 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)
  87014. * @returns the VertexData of the ellipsoid
  87015. */
  87016. static CreateSphere(options: {
  87017. segments?: number;
  87018. diameter?: number;
  87019. diameterX?: number;
  87020. diameterY?: number;
  87021. diameterZ?: number;
  87022. arc?: number;
  87023. slice?: number;
  87024. sideOrientation?: number;
  87025. frontUVs?: Vector4;
  87026. backUVs?: Vector4;
  87027. }): VertexData;
  87028. /**
  87029. * Creates the VertexData for a cylinder, cone or prism
  87030. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87031. * * height sets the height (y direction) of the cylinder, optional, default 2
  87032. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  87033. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  87034. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  87035. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  87036. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  87037. * * 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
  87038. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87039. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87040. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  87041. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  87042. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87043. * * 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)
  87044. * * 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)
  87045. * @returns the VertexData of the cylinder, cone or prism
  87046. */
  87047. static CreateCylinder(options: {
  87048. height?: number;
  87049. diameterTop?: number;
  87050. diameterBottom?: number;
  87051. diameter?: number;
  87052. tessellation?: number;
  87053. subdivisions?: number;
  87054. arc?: number;
  87055. faceColors?: Color4[];
  87056. faceUV?: Vector4[];
  87057. hasRings?: boolean;
  87058. enclose?: boolean;
  87059. sideOrientation?: number;
  87060. frontUVs?: Vector4;
  87061. backUVs?: Vector4;
  87062. }): VertexData;
  87063. /**
  87064. * Creates the VertexData for a torus
  87065. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87066. * * diameter the diameter of the torus, optional default 1
  87067. * * thickness the diameter of the tube forming the torus, optional default 0.5
  87068. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  87069. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87070. * * 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)
  87071. * * 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)
  87072. * @returns the VertexData of the torus
  87073. */
  87074. static CreateTorus(options: {
  87075. diameter?: number;
  87076. thickness?: number;
  87077. tessellation?: number;
  87078. sideOrientation?: number;
  87079. frontUVs?: Vector4;
  87080. backUVs?: Vector4;
  87081. }): VertexData;
  87082. /**
  87083. * Creates the VertexData of the LineSystem
  87084. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  87085. * - lines an array of lines, each line being an array of successive Vector3
  87086. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  87087. * @returns the VertexData of the LineSystem
  87088. */
  87089. static CreateLineSystem(options: {
  87090. lines: Vector3[][];
  87091. colors?: Nullable<Color4[][]>;
  87092. }): VertexData;
  87093. /**
  87094. * Create the VertexData for a DashedLines
  87095. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  87096. * - points an array successive Vector3
  87097. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  87098. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  87099. * - dashNb the intended total number of dashes, optional, default 200
  87100. * @returns the VertexData for the DashedLines
  87101. */
  87102. static CreateDashedLines(options: {
  87103. points: Vector3[];
  87104. dashSize?: number;
  87105. gapSize?: number;
  87106. dashNb?: number;
  87107. }): VertexData;
  87108. /**
  87109. * Creates the VertexData for a Ground
  87110. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  87111. * - width the width (x direction) of the ground, optional, default 1
  87112. * - height the height (z direction) of the ground, optional, default 1
  87113. * - subdivisions the number of subdivisions per side, optional, default 1
  87114. * @returns the VertexData of the Ground
  87115. */
  87116. static CreateGround(options: {
  87117. width?: number;
  87118. height?: number;
  87119. subdivisions?: number;
  87120. subdivisionsX?: number;
  87121. subdivisionsY?: number;
  87122. }): VertexData;
  87123. /**
  87124. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  87125. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  87126. * * xmin the ground minimum X coordinate, optional, default -1
  87127. * * zmin the ground minimum Z coordinate, optional, default -1
  87128. * * xmax the ground maximum X coordinate, optional, default 1
  87129. * * zmax the ground maximum Z coordinate, optional, default 1
  87130. * * 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}
  87131. * * 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}
  87132. * @returns the VertexData of the TiledGround
  87133. */
  87134. static CreateTiledGround(options: {
  87135. xmin: number;
  87136. zmin: number;
  87137. xmax: number;
  87138. zmax: number;
  87139. subdivisions?: {
  87140. w: number;
  87141. h: number;
  87142. };
  87143. precision?: {
  87144. w: number;
  87145. h: number;
  87146. };
  87147. }): VertexData;
  87148. /**
  87149. * Creates the VertexData of the Ground designed from a heightmap
  87150. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  87151. * * width the width (x direction) of the ground
  87152. * * height the height (z direction) of the ground
  87153. * * subdivisions the number of subdivisions per side
  87154. * * minHeight the minimum altitude on the ground, optional, default 0
  87155. * * maxHeight the maximum altitude on the ground, optional default 1
  87156. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  87157. * * buffer the array holding the image color data
  87158. * * bufferWidth the width of image
  87159. * * bufferHeight the height of image
  87160. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  87161. * @returns the VertexData of the Ground designed from a heightmap
  87162. */
  87163. static CreateGroundFromHeightMap(options: {
  87164. width: number;
  87165. height: number;
  87166. subdivisions: number;
  87167. minHeight: number;
  87168. maxHeight: number;
  87169. colorFilter: Color3;
  87170. buffer: Uint8Array;
  87171. bufferWidth: number;
  87172. bufferHeight: number;
  87173. alphaFilter: number;
  87174. }): VertexData;
  87175. /**
  87176. * Creates the VertexData for a Plane
  87177. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  87178. * * size sets the width and height of the plane to the value of size, optional default 1
  87179. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  87180. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  87181. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87182. * * 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)
  87183. * * 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)
  87184. * @returns the VertexData of the box
  87185. */
  87186. static CreatePlane(options: {
  87187. size?: number;
  87188. width?: number;
  87189. height?: number;
  87190. sideOrientation?: number;
  87191. frontUVs?: Vector4;
  87192. backUVs?: Vector4;
  87193. }): VertexData;
  87194. /**
  87195. * Creates the VertexData of the Disc or regular Polygon
  87196. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  87197. * * radius the radius of the disc, optional default 0.5
  87198. * * tessellation the number of polygon sides, optional, default 64
  87199. * * 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
  87200. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87201. * * 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)
  87202. * * 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)
  87203. * @returns the VertexData of the box
  87204. */
  87205. static CreateDisc(options: {
  87206. radius?: number;
  87207. tessellation?: number;
  87208. arc?: number;
  87209. sideOrientation?: number;
  87210. frontUVs?: Vector4;
  87211. backUVs?: Vector4;
  87212. }): VertexData;
  87213. /**
  87214. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  87215. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  87216. * @param polygon a mesh built from polygonTriangulation.build()
  87217. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87218. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87219. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87220. * @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)
  87221. * @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)
  87222. * @returns the VertexData of the Polygon
  87223. */
  87224. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  87225. /**
  87226. * Creates the VertexData of the IcoSphere
  87227. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  87228. * * radius the radius of the IcoSphere, optional default 1
  87229. * * radiusX allows stretching in the x direction, optional, default radius
  87230. * * radiusY allows stretching in the y direction, optional, default radius
  87231. * * radiusZ allows stretching in the z direction, optional, default radius
  87232. * * flat when true creates a flat shaded mesh, optional, default true
  87233. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  87234. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87235. * * 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)
  87236. * * 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)
  87237. * @returns the VertexData of the IcoSphere
  87238. */
  87239. static CreateIcoSphere(options: {
  87240. radius?: number;
  87241. radiusX?: number;
  87242. radiusY?: number;
  87243. radiusZ?: number;
  87244. flat?: boolean;
  87245. subdivisions?: number;
  87246. sideOrientation?: number;
  87247. frontUVs?: Vector4;
  87248. backUVs?: Vector4;
  87249. }): VertexData;
  87250. /**
  87251. * Creates the VertexData for a Polyhedron
  87252. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  87253. * * type provided types are:
  87254. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  87255. * * 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)
  87256. * * size the size of the IcoSphere, optional default 1
  87257. * * sizeX allows stretching in the x direction, optional, default size
  87258. * * sizeY allows stretching in the y direction, optional, default size
  87259. * * sizeZ allows stretching in the z direction, optional, default size
  87260. * * 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
  87261. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87262. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87263. * * flat when true creates a flat shaded mesh, optional, default true
  87264. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  87265. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87266. * * 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)
  87267. * * 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)
  87268. * @returns the VertexData of the Polyhedron
  87269. */
  87270. static CreatePolyhedron(options: {
  87271. type?: number;
  87272. size?: number;
  87273. sizeX?: number;
  87274. sizeY?: number;
  87275. sizeZ?: number;
  87276. custom?: any;
  87277. faceUV?: Vector4[];
  87278. faceColors?: Color4[];
  87279. flat?: boolean;
  87280. sideOrientation?: number;
  87281. frontUVs?: Vector4;
  87282. backUVs?: Vector4;
  87283. }): VertexData;
  87284. /**
  87285. * Creates the VertexData for a TorusKnot
  87286. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  87287. * * radius the radius of the torus knot, optional, default 2
  87288. * * tube the thickness of the tube, optional, default 0.5
  87289. * * radialSegments the number of sides on each tube segments, optional, default 32
  87290. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  87291. * * p the number of windings around the z axis, optional, default 2
  87292. * * q the number of windings around the x axis, optional, default 3
  87293. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87294. * * 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)
  87295. * * 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)
  87296. * @returns the VertexData of the Torus Knot
  87297. */
  87298. static CreateTorusKnot(options: {
  87299. radius?: number;
  87300. tube?: number;
  87301. radialSegments?: number;
  87302. tubularSegments?: number;
  87303. p?: number;
  87304. q?: number;
  87305. sideOrientation?: number;
  87306. frontUVs?: Vector4;
  87307. backUVs?: Vector4;
  87308. }): VertexData;
  87309. /**
  87310. * Compute normals for given positions and indices
  87311. * @param positions an array of vertex positions, [...., x, y, z, ......]
  87312. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  87313. * @param normals an array of vertex normals, [...., x, y, z, ......]
  87314. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  87315. * * facetNormals : optional array of facet normals (vector3)
  87316. * * facetPositions : optional array of facet positions (vector3)
  87317. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  87318. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  87319. * * bInfo : optional bounding info, required for facetPartitioning computation
  87320. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  87321. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  87322. * * useRightHandedSystem: optional boolean to for right handed system computation
  87323. * * depthSort : optional boolean to enable the facet depth sort computation
  87324. * * distanceTo : optional Vector3 to compute the facet depth from this location
  87325. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  87326. */
  87327. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  87328. facetNormals?: any;
  87329. facetPositions?: any;
  87330. facetPartitioning?: any;
  87331. ratio?: number;
  87332. bInfo?: any;
  87333. bbSize?: Vector3;
  87334. subDiv?: any;
  87335. useRightHandedSystem?: boolean;
  87336. depthSort?: boolean;
  87337. distanceTo?: Vector3;
  87338. depthSortedFacets?: any;
  87339. }): void;
  87340. /** @hidden */
  87341. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  87342. /**
  87343. * Applies VertexData created from the imported parameters to the geometry
  87344. * @param parsedVertexData the parsed data from an imported file
  87345. * @param geometry the geometry to apply the VertexData to
  87346. */
  87347. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  87348. }
  87349. }
  87350. declare module BABYLON {
  87351. /**
  87352. * Defines a target to use with MorphTargetManager
  87353. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87354. */
  87355. export class MorphTarget implements IAnimatable {
  87356. /** defines the name of the target */
  87357. name: string;
  87358. /**
  87359. * Gets or sets the list of animations
  87360. */
  87361. animations: Animation[];
  87362. private _scene;
  87363. private _positions;
  87364. private _normals;
  87365. private _tangents;
  87366. private _uvs;
  87367. private _influence;
  87368. /**
  87369. * Observable raised when the influence changes
  87370. */
  87371. onInfluenceChanged: Observable<boolean>;
  87372. /** @hidden */
  87373. _onDataLayoutChanged: Observable<void>;
  87374. /**
  87375. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  87376. */
  87377. influence: number;
  87378. /**
  87379. * Gets or sets the id of the morph Target
  87380. */
  87381. id: string;
  87382. private _animationPropertiesOverride;
  87383. /**
  87384. * Gets or sets the animation properties override
  87385. */
  87386. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  87387. /**
  87388. * Creates a new MorphTarget
  87389. * @param name defines the name of the target
  87390. * @param influence defines the influence to use
  87391. * @param scene defines the scene the morphtarget belongs to
  87392. */
  87393. constructor(
  87394. /** defines the name of the target */
  87395. name: string, influence?: number, scene?: Nullable<Scene>);
  87396. /**
  87397. * Gets a boolean defining if the target contains position data
  87398. */
  87399. readonly hasPositions: boolean;
  87400. /**
  87401. * Gets a boolean defining if the target contains normal data
  87402. */
  87403. readonly hasNormals: boolean;
  87404. /**
  87405. * Gets a boolean defining if the target contains tangent data
  87406. */
  87407. readonly hasTangents: boolean;
  87408. /**
  87409. * Gets a boolean defining if the target contains texture coordinates data
  87410. */
  87411. readonly hasUVs: boolean;
  87412. /**
  87413. * Affects position data to this target
  87414. * @param data defines the position data to use
  87415. */
  87416. setPositions(data: Nullable<FloatArray>): void;
  87417. /**
  87418. * Gets the position data stored in this target
  87419. * @returns a FloatArray containing the position data (or null if not present)
  87420. */
  87421. getPositions(): Nullable<FloatArray>;
  87422. /**
  87423. * Affects normal data to this target
  87424. * @param data defines the normal data to use
  87425. */
  87426. setNormals(data: Nullable<FloatArray>): void;
  87427. /**
  87428. * Gets the normal data stored in this target
  87429. * @returns a FloatArray containing the normal data (or null if not present)
  87430. */
  87431. getNormals(): Nullable<FloatArray>;
  87432. /**
  87433. * Affects tangent data to this target
  87434. * @param data defines the tangent data to use
  87435. */
  87436. setTangents(data: Nullable<FloatArray>): void;
  87437. /**
  87438. * Gets the tangent data stored in this target
  87439. * @returns a FloatArray containing the tangent data (or null if not present)
  87440. */
  87441. getTangents(): Nullable<FloatArray>;
  87442. /**
  87443. * Affects texture coordinates data to this target
  87444. * @param data defines the texture coordinates data to use
  87445. */
  87446. setUVs(data: Nullable<FloatArray>): void;
  87447. /**
  87448. * Gets the texture coordinates data stored in this target
  87449. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  87450. */
  87451. getUVs(): Nullable<FloatArray>;
  87452. /**
  87453. * Serializes the current target into a Serialization object
  87454. * @returns the serialized object
  87455. */
  87456. serialize(): any;
  87457. /**
  87458. * Returns the string "MorphTarget"
  87459. * @returns "MorphTarget"
  87460. */
  87461. getClassName(): string;
  87462. /**
  87463. * Creates a new target from serialized data
  87464. * @param serializationObject defines the serialized data to use
  87465. * @returns a new MorphTarget
  87466. */
  87467. static Parse(serializationObject: any): MorphTarget;
  87468. /**
  87469. * Creates a MorphTarget from mesh data
  87470. * @param mesh defines the source mesh
  87471. * @param name defines the name to use for the new target
  87472. * @param influence defines the influence to attach to the target
  87473. * @returns a new MorphTarget
  87474. */
  87475. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  87476. }
  87477. }
  87478. declare module BABYLON {
  87479. /**
  87480. * This class is used to deform meshes using morphing between different targets
  87481. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87482. */
  87483. export class MorphTargetManager {
  87484. private _targets;
  87485. private _targetInfluenceChangedObservers;
  87486. private _targetDataLayoutChangedObservers;
  87487. private _activeTargets;
  87488. private _scene;
  87489. private _influences;
  87490. private _supportsNormals;
  87491. private _supportsTangents;
  87492. private _supportsUVs;
  87493. private _vertexCount;
  87494. private _uniqueId;
  87495. private _tempInfluences;
  87496. /**
  87497. * Gets or sets a boolean indicating if normals must be morphed
  87498. */
  87499. enableNormalMorphing: boolean;
  87500. /**
  87501. * Gets or sets a boolean indicating if tangents must be morphed
  87502. */
  87503. enableTangentMorphing: boolean;
  87504. /**
  87505. * Gets or sets a boolean indicating if UV must be morphed
  87506. */
  87507. enableUVMorphing: boolean;
  87508. /**
  87509. * Creates a new MorphTargetManager
  87510. * @param scene defines the current scene
  87511. */
  87512. constructor(scene?: Nullable<Scene>);
  87513. /**
  87514. * Gets the unique ID of this manager
  87515. */
  87516. readonly uniqueId: number;
  87517. /**
  87518. * Gets the number of vertices handled by this manager
  87519. */
  87520. readonly vertexCount: number;
  87521. /**
  87522. * Gets a boolean indicating if this manager supports morphing of normals
  87523. */
  87524. readonly supportsNormals: boolean;
  87525. /**
  87526. * Gets a boolean indicating if this manager supports morphing of tangents
  87527. */
  87528. readonly supportsTangents: boolean;
  87529. /**
  87530. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  87531. */
  87532. readonly supportsUVs: boolean;
  87533. /**
  87534. * Gets the number of targets stored in this manager
  87535. */
  87536. readonly numTargets: number;
  87537. /**
  87538. * Gets the number of influencers (ie. the number of targets with influences > 0)
  87539. */
  87540. readonly numInfluencers: number;
  87541. /**
  87542. * Gets the list of influences (one per target)
  87543. */
  87544. readonly influences: Float32Array;
  87545. /**
  87546. * Gets the active target at specified index. An active target is a target with an influence > 0
  87547. * @param index defines the index to check
  87548. * @returns the requested target
  87549. */
  87550. getActiveTarget(index: number): MorphTarget;
  87551. /**
  87552. * Gets the target at specified index
  87553. * @param index defines the index to check
  87554. * @returns the requested target
  87555. */
  87556. getTarget(index: number): MorphTarget;
  87557. /**
  87558. * Add a new target to this manager
  87559. * @param target defines the target to add
  87560. */
  87561. addTarget(target: MorphTarget): void;
  87562. /**
  87563. * Removes a target from the manager
  87564. * @param target defines the target to remove
  87565. */
  87566. removeTarget(target: MorphTarget): void;
  87567. /**
  87568. * Serializes the current manager into a Serialization object
  87569. * @returns the serialized object
  87570. */
  87571. serialize(): any;
  87572. private _syncActiveTargets;
  87573. /**
  87574. * Syncrhonize the targets with all the meshes using this morph target manager
  87575. */
  87576. synchronize(): void;
  87577. /**
  87578. * Creates a new MorphTargetManager from serialized data
  87579. * @param serializationObject defines the serialized data
  87580. * @param scene defines the hosting scene
  87581. * @returns the new MorphTargetManager
  87582. */
  87583. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  87584. }
  87585. }
  87586. declare module BABYLON {
  87587. /**
  87588. * Class used to represent a specific level of detail of a mesh
  87589. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  87590. */
  87591. export class MeshLODLevel {
  87592. /** Defines the distance where this level should start being displayed */
  87593. distance: number;
  87594. /** Defines the mesh to use to render this level */
  87595. mesh: Nullable<Mesh>;
  87596. /**
  87597. * Creates a new LOD level
  87598. * @param distance defines the distance where this level should star being displayed
  87599. * @param mesh defines the mesh to use to render this level
  87600. */
  87601. constructor(
  87602. /** Defines the distance where this level should start being displayed */
  87603. distance: number,
  87604. /** Defines the mesh to use to render this level */
  87605. mesh: Nullable<Mesh>);
  87606. }
  87607. }
  87608. declare module BABYLON {
  87609. /**
  87610. * Mesh representing the gorund
  87611. */
  87612. export class GroundMesh extends Mesh {
  87613. /** If octree should be generated */
  87614. generateOctree: boolean;
  87615. private _heightQuads;
  87616. /** @hidden */
  87617. _subdivisionsX: number;
  87618. /** @hidden */
  87619. _subdivisionsY: number;
  87620. /** @hidden */
  87621. _width: number;
  87622. /** @hidden */
  87623. _height: number;
  87624. /** @hidden */
  87625. _minX: number;
  87626. /** @hidden */
  87627. _maxX: number;
  87628. /** @hidden */
  87629. _minZ: number;
  87630. /** @hidden */
  87631. _maxZ: number;
  87632. constructor(name: string, scene: Scene);
  87633. /**
  87634. * "GroundMesh"
  87635. * @returns "GroundMesh"
  87636. */
  87637. getClassName(): string;
  87638. /**
  87639. * The minimum of x and y subdivisions
  87640. */
  87641. readonly subdivisions: number;
  87642. /**
  87643. * X subdivisions
  87644. */
  87645. readonly subdivisionsX: number;
  87646. /**
  87647. * Y subdivisions
  87648. */
  87649. readonly subdivisionsY: number;
  87650. /**
  87651. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  87652. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  87653. * @param chunksCount the number of subdivisions for x and y
  87654. * @param octreeBlocksSize (Default: 32)
  87655. */
  87656. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  87657. /**
  87658. * Returns a height (y) value in the Worl system :
  87659. * the ground altitude at the coordinates (x, z) expressed in the World system.
  87660. * @param x x coordinate
  87661. * @param z z coordinate
  87662. * @returns the ground y position if (x, z) are outside the ground surface.
  87663. */
  87664. getHeightAtCoordinates(x: number, z: number): number;
  87665. /**
  87666. * Returns a normalized vector (Vector3) orthogonal to the ground
  87667. * at the ground coordinates (x, z) expressed in the World system.
  87668. * @param x x coordinate
  87669. * @param z z coordinate
  87670. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  87671. */
  87672. getNormalAtCoordinates(x: number, z: number): Vector3;
  87673. /**
  87674. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  87675. * at the ground coordinates (x, z) expressed in the World system.
  87676. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  87677. * @param x x coordinate
  87678. * @param z z coordinate
  87679. * @param ref vector to store the result
  87680. * @returns the GroundMesh.
  87681. */
  87682. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  87683. /**
  87684. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  87685. * if the ground has been updated.
  87686. * This can be used in the render loop.
  87687. * @returns the GroundMesh.
  87688. */
  87689. updateCoordinateHeights(): GroundMesh;
  87690. private _getFacetAt;
  87691. private _initHeightQuads;
  87692. private _computeHeightQuads;
  87693. /**
  87694. * Serializes this ground mesh
  87695. * @param serializationObject object to write serialization to
  87696. */
  87697. serialize(serializationObject: any): void;
  87698. /**
  87699. * Parses a serialized ground mesh
  87700. * @param parsedMesh the serialized mesh
  87701. * @param scene the scene to create the ground mesh in
  87702. * @returns the created ground mesh
  87703. */
  87704. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  87705. }
  87706. }
  87707. declare module BABYLON {
  87708. /**
  87709. * Interface for Physics-Joint data
  87710. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87711. */
  87712. export interface PhysicsJointData {
  87713. /**
  87714. * The main pivot of the joint
  87715. */
  87716. mainPivot?: Vector3;
  87717. /**
  87718. * The connected pivot of the joint
  87719. */
  87720. connectedPivot?: Vector3;
  87721. /**
  87722. * The main axis of the joint
  87723. */
  87724. mainAxis?: Vector3;
  87725. /**
  87726. * The connected axis of the joint
  87727. */
  87728. connectedAxis?: Vector3;
  87729. /**
  87730. * The collision of the joint
  87731. */
  87732. collision?: boolean;
  87733. /**
  87734. * Native Oimo/Cannon/Energy data
  87735. */
  87736. nativeParams?: any;
  87737. }
  87738. /**
  87739. * This is a holder class for the physics joint created by the physics plugin
  87740. * It holds a set of functions to control the underlying joint
  87741. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87742. */
  87743. export class PhysicsJoint {
  87744. /**
  87745. * The type of the physics joint
  87746. */
  87747. type: number;
  87748. /**
  87749. * The data for the physics joint
  87750. */
  87751. jointData: PhysicsJointData;
  87752. private _physicsJoint;
  87753. protected _physicsPlugin: IPhysicsEnginePlugin;
  87754. /**
  87755. * Initializes the physics joint
  87756. * @param type The type of the physics joint
  87757. * @param jointData The data for the physics joint
  87758. */
  87759. constructor(
  87760. /**
  87761. * The type of the physics joint
  87762. */
  87763. type: number,
  87764. /**
  87765. * The data for the physics joint
  87766. */
  87767. jointData: PhysicsJointData);
  87768. /**
  87769. * Gets the physics joint
  87770. */
  87771. /**
  87772. * Sets the physics joint
  87773. */
  87774. physicsJoint: any;
  87775. /**
  87776. * Sets the physics plugin
  87777. */
  87778. physicsPlugin: IPhysicsEnginePlugin;
  87779. /**
  87780. * Execute a function that is physics-plugin specific.
  87781. * @param {Function} func the function that will be executed.
  87782. * It accepts two parameters: the physics world and the physics joint
  87783. */
  87784. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  87785. /**
  87786. * Distance-Joint type
  87787. */
  87788. static DistanceJoint: number;
  87789. /**
  87790. * Hinge-Joint type
  87791. */
  87792. static HingeJoint: number;
  87793. /**
  87794. * Ball-and-Socket joint type
  87795. */
  87796. static BallAndSocketJoint: number;
  87797. /**
  87798. * Wheel-Joint type
  87799. */
  87800. static WheelJoint: number;
  87801. /**
  87802. * Slider-Joint type
  87803. */
  87804. static SliderJoint: number;
  87805. /**
  87806. * Prismatic-Joint type
  87807. */
  87808. static PrismaticJoint: number;
  87809. /**
  87810. * Universal-Joint type
  87811. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  87812. */
  87813. static UniversalJoint: number;
  87814. /**
  87815. * Hinge-Joint 2 type
  87816. */
  87817. static Hinge2Joint: number;
  87818. /**
  87819. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  87820. */
  87821. static PointToPointJoint: number;
  87822. /**
  87823. * Spring-Joint type
  87824. */
  87825. static SpringJoint: number;
  87826. /**
  87827. * Lock-Joint type
  87828. */
  87829. static LockJoint: number;
  87830. }
  87831. /**
  87832. * A class representing a physics distance joint
  87833. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87834. */
  87835. export class DistanceJoint extends PhysicsJoint {
  87836. /**
  87837. *
  87838. * @param jointData The data for the Distance-Joint
  87839. */
  87840. constructor(jointData: DistanceJointData);
  87841. /**
  87842. * Update the predefined distance.
  87843. * @param maxDistance The maximum preferred distance
  87844. * @param minDistance The minimum preferred distance
  87845. */
  87846. updateDistance(maxDistance: number, minDistance?: number): void;
  87847. }
  87848. /**
  87849. * Represents a Motor-Enabled Joint
  87850. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87851. */
  87852. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  87853. /**
  87854. * Initializes the Motor-Enabled Joint
  87855. * @param type The type of the joint
  87856. * @param jointData The physica joint data for the joint
  87857. */
  87858. constructor(type: number, jointData: PhysicsJointData);
  87859. /**
  87860. * Set the motor values.
  87861. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87862. * @param force the force to apply
  87863. * @param maxForce max force for this motor.
  87864. */
  87865. setMotor(force?: number, maxForce?: number): void;
  87866. /**
  87867. * Set the motor's limits.
  87868. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87869. * @param upperLimit The upper limit of the motor
  87870. * @param lowerLimit The lower limit of the motor
  87871. */
  87872. setLimit(upperLimit: number, lowerLimit?: number): void;
  87873. }
  87874. /**
  87875. * This class represents a single physics Hinge-Joint
  87876. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87877. */
  87878. export class HingeJoint extends MotorEnabledJoint {
  87879. /**
  87880. * Initializes the Hinge-Joint
  87881. * @param jointData The joint data for the Hinge-Joint
  87882. */
  87883. constructor(jointData: PhysicsJointData);
  87884. /**
  87885. * Set the motor values.
  87886. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87887. * @param {number} force the force to apply
  87888. * @param {number} maxForce max force for this motor.
  87889. */
  87890. setMotor(force?: number, maxForce?: number): void;
  87891. /**
  87892. * Set the motor's limits.
  87893. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87894. * @param upperLimit The upper limit of the motor
  87895. * @param lowerLimit The lower limit of the motor
  87896. */
  87897. setLimit(upperLimit: number, lowerLimit?: number): void;
  87898. }
  87899. /**
  87900. * This class represents a dual hinge physics joint (same as wheel joint)
  87901. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87902. */
  87903. export class Hinge2Joint extends MotorEnabledJoint {
  87904. /**
  87905. * Initializes the Hinge2-Joint
  87906. * @param jointData The joint data for the Hinge2-Joint
  87907. */
  87908. constructor(jointData: PhysicsJointData);
  87909. /**
  87910. * Set the motor values.
  87911. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87912. * @param {number} targetSpeed the speed the motor is to reach
  87913. * @param {number} maxForce max force for this motor.
  87914. * @param {motorIndex} the motor's index, 0 or 1.
  87915. */
  87916. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  87917. /**
  87918. * Set the motor limits.
  87919. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87920. * @param {number} upperLimit the upper limit
  87921. * @param {number} lowerLimit lower limit
  87922. * @param {motorIndex} the motor's index, 0 or 1.
  87923. */
  87924. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87925. }
  87926. /**
  87927. * Interface for a motor enabled joint
  87928. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87929. */
  87930. export interface IMotorEnabledJoint {
  87931. /**
  87932. * Physics joint
  87933. */
  87934. physicsJoint: any;
  87935. /**
  87936. * Sets the motor of the motor-enabled joint
  87937. * @param force The force of the motor
  87938. * @param maxForce The maximum force of the motor
  87939. * @param motorIndex The index of the motor
  87940. */
  87941. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  87942. /**
  87943. * Sets the limit of the motor
  87944. * @param upperLimit The upper limit of the motor
  87945. * @param lowerLimit The lower limit of the motor
  87946. * @param motorIndex The index of the motor
  87947. */
  87948. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87949. }
  87950. /**
  87951. * Joint data for a Distance-Joint
  87952. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87953. */
  87954. export interface DistanceJointData extends PhysicsJointData {
  87955. /**
  87956. * Max distance the 2 joint objects can be apart
  87957. */
  87958. maxDistance: number;
  87959. }
  87960. /**
  87961. * Joint data from a spring joint
  87962. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87963. */
  87964. export interface SpringJointData extends PhysicsJointData {
  87965. /**
  87966. * Length of the spring
  87967. */
  87968. length: number;
  87969. /**
  87970. * Stiffness of the spring
  87971. */
  87972. stiffness: number;
  87973. /**
  87974. * Damping of the spring
  87975. */
  87976. damping: number;
  87977. /** this callback will be called when applying the force to the impostors. */
  87978. forceApplicationCallback: () => void;
  87979. }
  87980. }
  87981. declare module BABYLON {
  87982. /**
  87983. * Holds the data for the raycast result
  87984. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87985. */
  87986. export class PhysicsRaycastResult {
  87987. private _hasHit;
  87988. private _hitDistance;
  87989. private _hitNormalWorld;
  87990. private _hitPointWorld;
  87991. private _rayFromWorld;
  87992. private _rayToWorld;
  87993. /**
  87994. * Gets if there was a hit
  87995. */
  87996. readonly hasHit: boolean;
  87997. /**
  87998. * Gets the distance from the hit
  87999. */
  88000. readonly hitDistance: number;
  88001. /**
  88002. * Gets the hit normal/direction in the world
  88003. */
  88004. readonly hitNormalWorld: Vector3;
  88005. /**
  88006. * Gets the hit point in the world
  88007. */
  88008. readonly hitPointWorld: Vector3;
  88009. /**
  88010. * Gets the ray "start point" of the ray in the world
  88011. */
  88012. readonly rayFromWorld: Vector3;
  88013. /**
  88014. * Gets the ray "end point" of the ray in the world
  88015. */
  88016. readonly rayToWorld: Vector3;
  88017. /**
  88018. * Sets the hit data (normal & point in world space)
  88019. * @param hitNormalWorld defines the normal in world space
  88020. * @param hitPointWorld defines the point in world space
  88021. */
  88022. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  88023. /**
  88024. * Sets the distance from the start point to the hit point
  88025. * @param distance
  88026. */
  88027. setHitDistance(distance: number): void;
  88028. /**
  88029. * Calculates the distance manually
  88030. */
  88031. calculateHitDistance(): void;
  88032. /**
  88033. * Resets all the values to default
  88034. * @param from The from point on world space
  88035. * @param to The to point on world space
  88036. */
  88037. reset(from?: Vector3, to?: Vector3): void;
  88038. }
  88039. /**
  88040. * Interface for the size containing width and height
  88041. */
  88042. interface IXYZ {
  88043. /**
  88044. * X
  88045. */
  88046. x: number;
  88047. /**
  88048. * Y
  88049. */
  88050. y: number;
  88051. /**
  88052. * Z
  88053. */
  88054. z: number;
  88055. }
  88056. }
  88057. declare module BABYLON {
  88058. /**
  88059. * Interface used to describe a physics joint
  88060. */
  88061. export interface PhysicsImpostorJoint {
  88062. /** Defines the main impostor to which the joint is linked */
  88063. mainImpostor: PhysicsImpostor;
  88064. /** Defines the impostor that is connected to the main impostor using this joint */
  88065. connectedImpostor: PhysicsImpostor;
  88066. /** Defines the joint itself */
  88067. joint: PhysicsJoint;
  88068. }
  88069. /** @hidden */
  88070. export interface IPhysicsEnginePlugin {
  88071. world: any;
  88072. name: string;
  88073. setGravity(gravity: Vector3): void;
  88074. setTimeStep(timeStep: number): void;
  88075. getTimeStep(): number;
  88076. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  88077. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  88078. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  88079. generatePhysicsBody(impostor: PhysicsImpostor): void;
  88080. removePhysicsBody(impostor: PhysicsImpostor): void;
  88081. generateJoint(joint: PhysicsImpostorJoint): void;
  88082. removeJoint(joint: PhysicsImpostorJoint): void;
  88083. isSupported(): boolean;
  88084. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  88085. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  88086. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  88087. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  88088. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  88089. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  88090. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  88091. getBodyMass(impostor: PhysicsImpostor): number;
  88092. getBodyFriction(impostor: PhysicsImpostor): number;
  88093. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  88094. getBodyRestitution(impostor: PhysicsImpostor): number;
  88095. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  88096. getBodyPressure?(impostor: PhysicsImpostor): number;
  88097. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  88098. getBodyStiffness?(impostor: PhysicsImpostor): number;
  88099. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  88100. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  88101. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  88102. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  88103. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  88104. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  88105. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  88106. sleepBody(impostor: PhysicsImpostor): void;
  88107. wakeUpBody(impostor: PhysicsImpostor): void;
  88108. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  88109. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  88110. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  88111. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  88112. getRadius(impostor: PhysicsImpostor): number;
  88113. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  88114. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  88115. dispose(): void;
  88116. }
  88117. /**
  88118. * Interface used to define a physics engine
  88119. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  88120. */
  88121. export interface IPhysicsEngine {
  88122. /**
  88123. * Gets the gravity vector used by the simulation
  88124. */
  88125. gravity: Vector3;
  88126. /**
  88127. * Sets the gravity vector used by the simulation
  88128. * @param gravity defines the gravity vector to use
  88129. */
  88130. setGravity(gravity: Vector3): void;
  88131. /**
  88132. * Set the time step of the physics engine.
  88133. * Default is 1/60.
  88134. * To slow it down, enter 1/600 for example.
  88135. * To speed it up, 1/30
  88136. * @param newTimeStep the new timestep to apply to this world.
  88137. */
  88138. setTimeStep(newTimeStep: number): void;
  88139. /**
  88140. * Get the time step of the physics engine.
  88141. * @returns the current time step
  88142. */
  88143. getTimeStep(): number;
  88144. /**
  88145. * Release all resources
  88146. */
  88147. dispose(): void;
  88148. /**
  88149. * Gets the name of the current physics plugin
  88150. * @returns the name of the plugin
  88151. */
  88152. getPhysicsPluginName(): string;
  88153. /**
  88154. * Adding a new impostor for the impostor tracking.
  88155. * This will be done by the impostor itself.
  88156. * @param impostor the impostor to add
  88157. */
  88158. addImpostor(impostor: PhysicsImpostor): void;
  88159. /**
  88160. * Remove an impostor from the engine.
  88161. * This impostor and its mesh will not longer be updated by the physics engine.
  88162. * @param impostor the impostor to remove
  88163. */
  88164. removeImpostor(impostor: PhysicsImpostor): void;
  88165. /**
  88166. * Add a joint to the physics engine
  88167. * @param mainImpostor defines the main impostor to which the joint is added.
  88168. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  88169. * @param joint defines the joint that will connect both impostors.
  88170. */
  88171. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  88172. /**
  88173. * Removes a joint from the simulation
  88174. * @param mainImpostor defines the impostor used with the joint
  88175. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  88176. * @param joint defines the joint to remove
  88177. */
  88178. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  88179. /**
  88180. * Gets the current plugin used to run the simulation
  88181. * @returns current plugin
  88182. */
  88183. getPhysicsPlugin(): IPhysicsEnginePlugin;
  88184. /**
  88185. * Gets the list of physic impostors
  88186. * @returns an array of PhysicsImpostor
  88187. */
  88188. getImpostors(): Array<PhysicsImpostor>;
  88189. /**
  88190. * Gets the impostor for a physics enabled object
  88191. * @param object defines the object impersonated by the impostor
  88192. * @returns the PhysicsImpostor or null if not found
  88193. */
  88194. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  88195. /**
  88196. * Gets the impostor for a physics body object
  88197. * @param body defines physics body used by the impostor
  88198. * @returns the PhysicsImpostor or null if not found
  88199. */
  88200. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  88201. /**
  88202. * Does a raycast in the physics world
  88203. * @param from when should the ray start?
  88204. * @param to when should the ray end?
  88205. * @returns PhysicsRaycastResult
  88206. */
  88207. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  88208. /**
  88209. * Called by the scene. No need to call it.
  88210. * @param delta defines the timespam between frames
  88211. */
  88212. _step(delta: number): void;
  88213. }
  88214. }
  88215. declare module BABYLON {
  88216. /**
  88217. * The interface for the physics imposter parameters
  88218. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88219. */
  88220. export interface PhysicsImpostorParameters {
  88221. /**
  88222. * The mass of the physics imposter
  88223. */
  88224. mass: number;
  88225. /**
  88226. * The friction of the physics imposter
  88227. */
  88228. friction?: number;
  88229. /**
  88230. * The coefficient of restitution of the physics imposter
  88231. */
  88232. restitution?: number;
  88233. /**
  88234. * The native options of the physics imposter
  88235. */
  88236. nativeOptions?: any;
  88237. /**
  88238. * Specifies if the parent should be ignored
  88239. */
  88240. ignoreParent?: boolean;
  88241. /**
  88242. * Specifies if bi-directional transformations should be disabled
  88243. */
  88244. disableBidirectionalTransformation?: boolean;
  88245. /**
  88246. * The pressure inside the physics imposter, soft object only
  88247. */
  88248. pressure?: number;
  88249. /**
  88250. * The stiffness the physics imposter, soft object only
  88251. */
  88252. stiffness?: number;
  88253. /**
  88254. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  88255. */
  88256. velocityIterations?: number;
  88257. /**
  88258. * The number of iterations used in maintaining consistent vertex positions, soft object only
  88259. */
  88260. positionIterations?: number;
  88261. /**
  88262. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  88263. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  88264. * Add to fix multiple points
  88265. */
  88266. fixedPoints?: number;
  88267. /**
  88268. * The collision margin around a soft object
  88269. */
  88270. margin?: number;
  88271. /**
  88272. * The collision margin around a soft object
  88273. */
  88274. damping?: number;
  88275. /**
  88276. * The path for a rope based on an extrusion
  88277. */
  88278. path?: any;
  88279. /**
  88280. * The shape of an extrusion used for a rope based on an extrusion
  88281. */
  88282. shape?: any;
  88283. }
  88284. /**
  88285. * Interface for a physics-enabled object
  88286. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88287. */
  88288. export interface IPhysicsEnabledObject {
  88289. /**
  88290. * The position of the physics-enabled object
  88291. */
  88292. position: Vector3;
  88293. /**
  88294. * The rotation of the physics-enabled object
  88295. */
  88296. rotationQuaternion: Nullable<Quaternion>;
  88297. /**
  88298. * The scale of the physics-enabled object
  88299. */
  88300. scaling: Vector3;
  88301. /**
  88302. * The rotation of the physics-enabled object
  88303. */
  88304. rotation?: Vector3;
  88305. /**
  88306. * The parent of the physics-enabled object
  88307. */
  88308. parent?: any;
  88309. /**
  88310. * The bounding info of the physics-enabled object
  88311. * @returns The bounding info of the physics-enabled object
  88312. */
  88313. getBoundingInfo(): BoundingInfo;
  88314. /**
  88315. * Computes the world matrix
  88316. * @param force Specifies if the world matrix should be computed by force
  88317. * @returns A world matrix
  88318. */
  88319. computeWorldMatrix(force: boolean): Matrix;
  88320. /**
  88321. * Gets the world matrix
  88322. * @returns A world matrix
  88323. */
  88324. getWorldMatrix?(): Matrix;
  88325. /**
  88326. * Gets the child meshes
  88327. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  88328. * @returns An array of abstract meshes
  88329. */
  88330. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  88331. /**
  88332. * Gets the vertex data
  88333. * @param kind The type of vertex data
  88334. * @returns A nullable array of numbers, or a float32 array
  88335. */
  88336. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  88337. /**
  88338. * Gets the indices from the mesh
  88339. * @returns A nullable array of index arrays
  88340. */
  88341. getIndices?(): Nullable<IndicesArray>;
  88342. /**
  88343. * Gets the scene from the mesh
  88344. * @returns the indices array or null
  88345. */
  88346. getScene?(): Scene;
  88347. /**
  88348. * Gets the absolute position from the mesh
  88349. * @returns the absolute position
  88350. */
  88351. getAbsolutePosition(): Vector3;
  88352. /**
  88353. * Gets the absolute pivot point from the mesh
  88354. * @returns the absolute pivot point
  88355. */
  88356. getAbsolutePivotPoint(): Vector3;
  88357. /**
  88358. * Rotates the mesh
  88359. * @param axis The axis of rotation
  88360. * @param amount The amount of rotation
  88361. * @param space The space of the rotation
  88362. * @returns The rotation transform node
  88363. */
  88364. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  88365. /**
  88366. * Translates the mesh
  88367. * @param axis The axis of translation
  88368. * @param distance The distance of translation
  88369. * @param space The space of the translation
  88370. * @returns The transform node
  88371. */
  88372. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  88373. /**
  88374. * Sets the absolute position of the mesh
  88375. * @param absolutePosition The absolute position of the mesh
  88376. * @returns The transform node
  88377. */
  88378. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  88379. /**
  88380. * Gets the class name of the mesh
  88381. * @returns The class name
  88382. */
  88383. getClassName(): string;
  88384. }
  88385. /**
  88386. * Represents a physics imposter
  88387. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88388. */
  88389. export class PhysicsImpostor {
  88390. /**
  88391. * The physics-enabled object used as the physics imposter
  88392. */
  88393. object: IPhysicsEnabledObject;
  88394. /**
  88395. * The type of the physics imposter
  88396. */
  88397. type: number;
  88398. private _options;
  88399. private _scene?;
  88400. /**
  88401. * The default object size of the imposter
  88402. */
  88403. static DEFAULT_OBJECT_SIZE: Vector3;
  88404. /**
  88405. * The identity quaternion of the imposter
  88406. */
  88407. static IDENTITY_QUATERNION: Quaternion;
  88408. /** @hidden */
  88409. _pluginData: any;
  88410. private _physicsEngine;
  88411. private _physicsBody;
  88412. private _bodyUpdateRequired;
  88413. private _onBeforePhysicsStepCallbacks;
  88414. private _onAfterPhysicsStepCallbacks;
  88415. /** @hidden */
  88416. _onPhysicsCollideCallbacks: Array<{
  88417. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  88418. otherImpostors: Array<PhysicsImpostor>;
  88419. }>;
  88420. private _deltaPosition;
  88421. private _deltaRotation;
  88422. private _deltaRotationConjugated;
  88423. /** @hidden */
  88424. _isFromLine: boolean;
  88425. private _parent;
  88426. private _isDisposed;
  88427. private static _tmpVecs;
  88428. private static _tmpQuat;
  88429. /**
  88430. * Specifies if the physics imposter is disposed
  88431. */
  88432. readonly isDisposed: boolean;
  88433. /**
  88434. * Gets the mass of the physics imposter
  88435. */
  88436. mass: number;
  88437. /**
  88438. * Gets the coefficient of friction
  88439. */
  88440. /**
  88441. * Sets the coefficient of friction
  88442. */
  88443. friction: number;
  88444. /**
  88445. * Gets the coefficient of restitution
  88446. */
  88447. /**
  88448. * Sets the coefficient of restitution
  88449. */
  88450. restitution: number;
  88451. /**
  88452. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  88453. */
  88454. /**
  88455. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  88456. */
  88457. pressure: number;
  88458. /**
  88459. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  88460. */
  88461. /**
  88462. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  88463. */
  88464. stiffness: number;
  88465. /**
  88466. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  88467. */
  88468. /**
  88469. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  88470. */
  88471. velocityIterations: number;
  88472. /**
  88473. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  88474. */
  88475. /**
  88476. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  88477. */
  88478. positionIterations: number;
  88479. /**
  88480. * The unique id of the physics imposter
  88481. * set by the physics engine when adding this impostor to the array
  88482. */
  88483. uniqueId: number;
  88484. /**
  88485. * @hidden
  88486. */
  88487. soft: boolean;
  88488. /**
  88489. * @hidden
  88490. */
  88491. segments: number;
  88492. private _joints;
  88493. /**
  88494. * Initializes the physics imposter
  88495. * @param object The physics-enabled object used as the physics imposter
  88496. * @param type The type of the physics imposter
  88497. * @param _options The options for the physics imposter
  88498. * @param _scene The Babylon scene
  88499. */
  88500. constructor(
  88501. /**
  88502. * The physics-enabled object used as the physics imposter
  88503. */
  88504. object: IPhysicsEnabledObject,
  88505. /**
  88506. * The type of the physics imposter
  88507. */
  88508. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  88509. /**
  88510. * This function will completly initialize this impostor.
  88511. * It will create a new body - but only if this mesh has no parent.
  88512. * If it has, this impostor will not be used other than to define the impostor
  88513. * of the child mesh.
  88514. * @hidden
  88515. */
  88516. _init(): void;
  88517. private _getPhysicsParent;
  88518. /**
  88519. * Should a new body be generated.
  88520. * @returns boolean specifying if body initialization is required
  88521. */
  88522. isBodyInitRequired(): boolean;
  88523. /**
  88524. * Sets the updated scaling
  88525. * @param updated Specifies if the scaling is updated
  88526. */
  88527. setScalingUpdated(): void;
  88528. /**
  88529. * Force a regeneration of this or the parent's impostor's body.
  88530. * Use under cautious - This will remove all joints already implemented.
  88531. */
  88532. forceUpdate(): void;
  88533. /**
  88534. * Gets the body that holds this impostor. Either its own, or its parent.
  88535. */
  88536. /**
  88537. * Set the physics body. Used mainly by the physics engine/plugin
  88538. */
  88539. physicsBody: any;
  88540. /**
  88541. * Get the parent of the physics imposter
  88542. * @returns Physics imposter or null
  88543. */
  88544. /**
  88545. * Sets the parent of the physics imposter
  88546. */
  88547. parent: Nullable<PhysicsImpostor>;
  88548. /**
  88549. * Resets the update flags
  88550. */
  88551. resetUpdateFlags(): void;
  88552. /**
  88553. * Gets the object extend size
  88554. * @returns the object extend size
  88555. */
  88556. getObjectExtendSize(): Vector3;
  88557. /**
  88558. * Gets the object center
  88559. * @returns The object center
  88560. */
  88561. getObjectCenter(): Vector3;
  88562. /**
  88563. * Get a specific parametes from the options parameter
  88564. * @param paramName The object parameter name
  88565. * @returns The object parameter
  88566. */
  88567. getParam(paramName: string): any;
  88568. /**
  88569. * Sets a specific parameter in the options given to the physics plugin
  88570. * @param paramName The parameter name
  88571. * @param value The value of the parameter
  88572. */
  88573. setParam(paramName: string, value: number): void;
  88574. /**
  88575. * Specifically change the body's mass option. Won't recreate the physics body object
  88576. * @param mass The mass of the physics imposter
  88577. */
  88578. setMass(mass: number): void;
  88579. /**
  88580. * Gets the linear velocity
  88581. * @returns linear velocity or null
  88582. */
  88583. getLinearVelocity(): Nullable<Vector3>;
  88584. /**
  88585. * Sets the linear velocity
  88586. * @param velocity linear velocity or null
  88587. */
  88588. setLinearVelocity(velocity: Nullable<Vector3>): void;
  88589. /**
  88590. * Gets the angular velocity
  88591. * @returns angular velocity or null
  88592. */
  88593. getAngularVelocity(): Nullable<Vector3>;
  88594. /**
  88595. * Sets the angular velocity
  88596. * @param velocity The velocity or null
  88597. */
  88598. setAngularVelocity(velocity: Nullable<Vector3>): void;
  88599. /**
  88600. * Execute a function with the physics plugin native code
  88601. * Provide a function the will have two variables - the world object and the physics body object
  88602. * @param func The function to execute with the physics plugin native code
  88603. */
  88604. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  88605. /**
  88606. * Register a function that will be executed before the physics world is stepping forward
  88607. * @param func The function to execute before the physics world is stepped forward
  88608. */
  88609. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88610. /**
  88611. * Unregister a function that will be executed before the physics world is stepping forward
  88612. * @param func The function to execute before the physics world is stepped forward
  88613. */
  88614. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88615. /**
  88616. * Register a function that will be executed after the physics step
  88617. * @param func The function to execute after physics step
  88618. */
  88619. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88620. /**
  88621. * Unregisters a function that will be executed after the physics step
  88622. * @param func The function to execute after physics step
  88623. */
  88624. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88625. /**
  88626. * register a function that will be executed when this impostor collides against a different body
  88627. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  88628. * @param func Callback that is executed on collision
  88629. */
  88630. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  88631. /**
  88632. * Unregisters the physics imposter on contact
  88633. * @param collideAgainst The physics object to collide against
  88634. * @param func Callback to execute on collision
  88635. */
  88636. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  88637. private _tmpQuat;
  88638. private _tmpQuat2;
  88639. /**
  88640. * Get the parent rotation
  88641. * @returns The parent rotation
  88642. */
  88643. getParentsRotation(): Quaternion;
  88644. /**
  88645. * this function is executed by the physics engine.
  88646. */
  88647. beforeStep: () => void;
  88648. /**
  88649. * this function is executed by the physics engine
  88650. */
  88651. afterStep: () => void;
  88652. /**
  88653. * Legacy collision detection event support
  88654. */
  88655. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  88656. /**
  88657. * event and body object due to cannon's event-based architecture.
  88658. */
  88659. onCollide: (e: {
  88660. body: any;
  88661. }) => void;
  88662. /**
  88663. * Apply a force
  88664. * @param force The force to apply
  88665. * @param contactPoint The contact point for the force
  88666. * @returns The physics imposter
  88667. */
  88668. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  88669. /**
  88670. * Apply an impulse
  88671. * @param force The impulse force
  88672. * @param contactPoint The contact point for the impulse force
  88673. * @returns The physics imposter
  88674. */
  88675. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  88676. /**
  88677. * A help function to create a joint
  88678. * @param otherImpostor A physics imposter used to create a joint
  88679. * @param jointType The type of joint
  88680. * @param jointData The data for the joint
  88681. * @returns The physics imposter
  88682. */
  88683. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  88684. /**
  88685. * Add a joint to this impostor with a different impostor
  88686. * @param otherImpostor A physics imposter used to add a joint
  88687. * @param joint The joint to add
  88688. * @returns The physics imposter
  88689. */
  88690. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  88691. /**
  88692. * Add an anchor to a cloth impostor
  88693. * @param otherImpostor rigid impostor to anchor to
  88694. * @param width ratio across width from 0 to 1
  88695. * @param height ratio up height from 0 to 1
  88696. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  88697. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  88698. * @returns impostor the soft imposter
  88699. */
  88700. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  88701. /**
  88702. * Add a hook to a rope impostor
  88703. * @param otherImpostor rigid impostor to anchor to
  88704. * @param length ratio across rope from 0 to 1
  88705. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  88706. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  88707. * @returns impostor the rope imposter
  88708. */
  88709. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  88710. /**
  88711. * Will keep this body still, in a sleep mode.
  88712. * @returns the physics imposter
  88713. */
  88714. sleep(): PhysicsImpostor;
  88715. /**
  88716. * Wake the body up.
  88717. * @returns The physics imposter
  88718. */
  88719. wakeUp(): PhysicsImpostor;
  88720. /**
  88721. * Clones the physics imposter
  88722. * @param newObject The physics imposter clones to this physics-enabled object
  88723. * @returns A nullable physics imposter
  88724. */
  88725. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  88726. /**
  88727. * Disposes the physics imposter
  88728. */
  88729. dispose(): void;
  88730. /**
  88731. * Sets the delta position
  88732. * @param position The delta position amount
  88733. */
  88734. setDeltaPosition(position: Vector3): void;
  88735. /**
  88736. * Sets the delta rotation
  88737. * @param rotation The delta rotation amount
  88738. */
  88739. setDeltaRotation(rotation: Quaternion): void;
  88740. /**
  88741. * Gets the box size of the physics imposter and stores the result in the input parameter
  88742. * @param result Stores the box size
  88743. * @returns The physics imposter
  88744. */
  88745. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  88746. /**
  88747. * Gets the radius of the physics imposter
  88748. * @returns Radius of the physics imposter
  88749. */
  88750. getRadius(): number;
  88751. /**
  88752. * Sync a bone with this impostor
  88753. * @param bone The bone to sync to the impostor.
  88754. * @param boneMesh The mesh that the bone is influencing.
  88755. * @param jointPivot The pivot of the joint / bone in local space.
  88756. * @param distToJoint Optional distance from the impostor to the joint.
  88757. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88758. */
  88759. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  88760. /**
  88761. * Sync impostor to a bone
  88762. * @param bone The bone that the impostor will be synced to.
  88763. * @param boneMesh The mesh that the bone is influencing.
  88764. * @param jointPivot The pivot of the joint / bone in local space.
  88765. * @param distToJoint Optional distance from the impostor to the joint.
  88766. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88767. * @param boneAxis Optional vector3 axis the bone is aligned with
  88768. */
  88769. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  88770. /**
  88771. * No-Imposter type
  88772. */
  88773. static NoImpostor: number;
  88774. /**
  88775. * Sphere-Imposter type
  88776. */
  88777. static SphereImpostor: number;
  88778. /**
  88779. * Box-Imposter type
  88780. */
  88781. static BoxImpostor: number;
  88782. /**
  88783. * Plane-Imposter type
  88784. */
  88785. static PlaneImpostor: number;
  88786. /**
  88787. * Mesh-imposter type
  88788. */
  88789. static MeshImpostor: number;
  88790. /**
  88791. * Capsule-Impostor type (Ammo.js plugin only)
  88792. */
  88793. static CapsuleImpostor: number;
  88794. /**
  88795. * Cylinder-Imposter type
  88796. */
  88797. static CylinderImpostor: number;
  88798. /**
  88799. * Particle-Imposter type
  88800. */
  88801. static ParticleImpostor: number;
  88802. /**
  88803. * Heightmap-Imposter type
  88804. */
  88805. static HeightmapImpostor: number;
  88806. /**
  88807. * ConvexHull-Impostor type (Ammo.js plugin only)
  88808. */
  88809. static ConvexHullImpostor: number;
  88810. /**
  88811. * Rope-Imposter type
  88812. */
  88813. static RopeImpostor: number;
  88814. /**
  88815. * Cloth-Imposter type
  88816. */
  88817. static ClothImpostor: number;
  88818. /**
  88819. * Softbody-Imposter type
  88820. */
  88821. static SoftbodyImpostor: number;
  88822. }
  88823. }
  88824. declare module BABYLON {
  88825. /**
  88826. * @hidden
  88827. **/
  88828. export class _CreationDataStorage {
  88829. closePath?: boolean;
  88830. closeArray?: boolean;
  88831. idx: number[];
  88832. dashSize: number;
  88833. gapSize: number;
  88834. path3D: Path3D;
  88835. pathArray: Vector3[][];
  88836. arc: number;
  88837. radius: number;
  88838. cap: number;
  88839. tessellation: number;
  88840. }
  88841. /**
  88842. * @hidden
  88843. **/
  88844. class _InstanceDataStorage {
  88845. visibleInstances: any;
  88846. batchCache: _InstancesBatch;
  88847. instancesBufferSize: number;
  88848. instancesBuffer: Nullable<Buffer>;
  88849. instancesData: Float32Array;
  88850. overridenInstanceCount: number;
  88851. isFrozen: boolean;
  88852. previousBatch: Nullable<_InstancesBatch>;
  88853. hardwareInstancedRendering: boolean;
  88854. sideOrientation: number;
  88855. }
  88856. /**
  88857. * @hidden
  88858. **/
  88859. export class _InstancesBatch {
  88860. mustReturn: boolean;
  88861. visibleInstances: Nullable<InstancedMesh[]>[];
  88862. renderSelf: boolean[];
  88863. hardwareInstancedRendering: boolean[];
  88864. }
  88865. /**
  88866. * Class used to represent renderable models
  88867. */
  88868. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  88869. /**
  88870. * Mesh side orientation : usually the external or front surface
  88871. */
  88872. static readonly FRONTSIDE: number;
  88873. /**
  88874. * Mesh side orientation : usually the internal or back surface
  88875. */
  88876. static readonly BACKSIDE: number;
  88877. /**
  88878. * Mesh side orientation : both internal and external or front and back surfaces
  88879. */
  88880. static readonly DOUBLESIDE: number;
  88881. /**
  88882. * Mesh side orientation : by default, `FRONTSIDE`
  88883. */
  88884. static readonly DEFAULTSIDE: number;
  88885. /**
  88886. * Mesh cap setting : no cap
  88887. */
  88888. static readonly NO_CAP: number;
  88889. /**
  88890. * Mesh cap setting : one cap at the beginning of the mesh
  88891. */
  88892. static readonly CAP_START: number;
  88893. /**
  88894. * Mesh cap setting : one cap at the end of the mesh
  88895. */
  88896. static readonly CAP_END: number;
  88897. /**
  88898. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  88899. */
  88900. static readonly CAP_ALL: number;
  88901. /**
  88902. * Mesh pattern setting : no flip or rotate
  88903. */
  88904. static readonly NO_FLIP: number;
  88905. /**
  88906. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  88907. */
  88908. static readonly FLIP_TILE: number;
  88909. /**
  88910. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  88911. */
  88912. static readonly ROTATE_TILE: number;
  88913. /**
  88914. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  88915. */
  88916. static readonly FLIP_ROW: number;
  88917. /**
  88918. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  88919. */
  88920. static readonly ROTATE_ROW: number;
  88921. /**
  88922. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  88923. */
  88924. static readonly FLIP_N_ROTATE_TILE: number;
  88925. /**
  88926. * Mesh pattern setting : rotate pattern and rotate
  88927. */
  88928. static readonly FLIP_N_ROTATE_ROW: number;
  88929. /**
  88930. * Mesh tile positioning : part tiles same on left/right or top/bottom
  88931. */
  88932. static readonly CENTER: number;
  88933. /**
  88934. * Mesh tile positioning : part tiles on left
  88935. */
  88936. static readonly LEFT: number;
  88937. /**
  88938. * Mesh tile positioning : part tiles on right
  88939. */
  88940. static readonly RIGHT: number;
  88941. /**
  88942. * Mesh tile positioning : part tiles on top
  88943. */
  88944. static readonly TOP: number;
  88945. /**
  88946. * Mesh tile positioning : part tiles on bottom
  88947. */
  88948. static readonly BOTTOM: number;
  88949. /**
  88950. * Gets the default side orientation.
  88951. * @param orientation the orientation to value to attempt to get
  88952. * @returns the default orientation
  88953. * @hidden
  88954. */
  88955. static _GetDefaultSideOrientation(orientation?: number): number;
  88956. private _internalMeshDataInfo;
  88957. /**
  88958. * An event triggered before rendering the mesh
  88959. */
  88960. readonly onBeforeRenderObservable: Observable<Mesh>;
  88961. /**
  88962. * An event triggered before binding the mesh
  88963. */
  88964. readonly onBeforeBindObservable: Observable<Mesh>;
  88965. /**
  88966. * An event triggered after rendering the mesh
  88967. */
  88968. readonly onAfterRenderObservable: Observable<Mesh>;
  88969. /**
  88970. * An event triggered before drawing the mesh
  88971. */
  88972. readonly onBeforeDrawObservable: Observable<Mesh>;
  88973. private _onBeforeDrawObserver;
  88974. /**
  88975. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  88976. */
  88977. onBeforeDraw: () => void;
  88978. readonly hasInstances: boolean;
  88979. /**
  88980. * Gets the delay loading state of the mesh (when delay loading is turned on)
  88981. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  88982. */
  88983. delayLoadState: number;
  88984. /**
  88985. * Gets the list of instances created from this mesh
  88986. * it is not supposed to be modified manually.
  88987. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  88988. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88989. */
  88990. instances: InstancedMesh[];
  88991. /**
  88992. * Gets the file containing delay loading data for this mesh
  88993. */
  88994. delayLoadingFile: string;
  88995. /** @hidden */
  88996. _binaryInfo: any;
  88997. /**
  88998. * User defined function used to change how LOD level selection is done
  88999. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  89000. */
  89001. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  89002. /**
  89003. * Gets or sets the morph target manager
  89004. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  89005. */
  89006. morphTargetManager: Nullable<MorphTargetManager>;
  89007. /** @hidden */
  89008. _creationDataStorage: Nullable<_CreationDataStorage>;
  89009. /** @hidden */
  89010. _geometry: Nullable<Geometry>;
  89011. /** @hidden */
  89012. _delayInfo: Array<string>;
  89013. /** @hidden */
  89014. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  89015. /** @hidden */
  89016. _instanceDataStorage: _InstanceDataStorage;
  89017. private _effectiveMaterial;
  89018. /** @hidden */
  89019. _shouldGenerateFlatShading: boolean;
  89020. /** @hidden */
  89021. _originalBuilderSideOrientation: number;
  89022. /**
  89023. * Use this property to change the original side orientation defined at construction time
  89024. */
  89025. overrideMaterialSideOrientation: Nullable<number>;
  89026. /**
  89027. * Gets the source mesh (the one used to clone this one from)
  89028. */
  89029. readonly source: Nullable<Mesh>;
  89030. /**
  89031. * Gets or sets a boolean indicating that this mesh does not use index buffer
  89032. */
  89033. isUnIndexed: boolean;
  89034. /**
  89035. * @constructor
  89036. * @param name The value used by scene.getMeshByName() to do a lookup.
  89037. * @param scene The scene to add this mesh to.
  89038. * @param parent The parent of this mesh, if it has one
  89039. * @param source An optional Mesh from which geometry is shared, cloned.
  89040. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  89041. * When false, achieved by calling a clone(), also passing False.
  89042. * This will make creation of children, recursive.
  89043. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  89044. */
  89045. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  89046. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  89047. /**
  89048. * Gets the class name
  89049. * @returns the string "Mesh".
  89050. */
  89051. getClassName(): string;
  89052. /** @hidden */
  89053. readonly _isMesh: boolean;
  89054. /**
  89055. * Returns a description of this mesh
  89056. * @param fullDetails define if full details about this mesh must be used
  89057. * @returns a descriptive string representing this mesh
  89058. */
  89059. toString(fullDetails?: boolean): string;
  89060. /** @hidden */
  89061. _unBindEffect(): void;
  89062. /**
  89063. * Gets a boolean indicating if this mesh has LOD
  89064. */
  89065. readonly hasLODLevels: boolean;
  89066. /**
  89067. * Gets the list of MeshLODLevel associated with the current mesh
  89068. * @returns an array of MeshLODLevel
  89069. */
  89070. getLODLevels(): MeshLODLevel[];
  89071. private _sortLODLevels;
  89072. /**
  89073. * Add a mesh as LOD level triggered at the given distance.
  89074. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89075. * @param distance The distance from the center of the object to show this level
  89076. * @param mesh The mesh to be added as LOD level (can be null)
  89077. * @return This mesh (for chaining)
  89078. */
  89079. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  89080. /**
  89081. * Returns the LOD level mesh at the passed distance or null if not found.
  89082. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89083. * @param distance The distance from the center of the object to show this level
  89084. * @returns a Mesh or `null`
  89085. */
  89086. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  89087. /**
  89088. * Remove a mesh from the LOD array
  89089. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89090. * @param mesh defines the mesh to be removed
  89091. * @return This mesh (for chaining)
  89092. */
  89093. removeLODLevel(mesh: Mesh): Mesh;
  89094. /**
  89095. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  89096. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89097. * @param camera defines the camera to use to compute distance
  89098. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  89099. * @return This mesh (for chaining)
  89100. */
  89101. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  89102. /**
  89103. * Gets the mesh internal Geometry object
  89104. */
  89105. readonly geometry: Nullable<Geometry>;
  89106. /**
  89107. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  89108. * @returns the total number of vertices
  89109. */
  89110. getTotalVertices(): number;
  89111. /**
  89112. * Returns the content of an associated vertex buffer
  89113. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89114. * - VertexBuffer.PositionKind
  89115. * - VertexBuffer.UVKind
  89116. * - VertexBuffer.UV2Kind
  89117. * - VertexBuffer.UV3Kind
  89118. * - VertexBuffer.UV4Kind
  89119. * - VertexBuffer.UV5Kind
  89120. * - VertexBuffer.UV6Kind
  89121. * - VertexBuffer.ColorKind
  89122. * - VertexBuffer.MatricesIndicesKind
  89123. * - VertexBuffer.MatricesIndicesExtraKind
  89124. * - VertexBuffer.MatricesWeightsKind
  89125. * - VertexBuffer.MatricesWeightsExtraKind
  89126. * @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
  89127. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  89128. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  89129. */
  89130. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89131. /**
  89132. * Returns the mesh VertexBuffer object from the requested `kind`
  89133. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89134. * - VertexBuffer.PositionKind
  89135. * - VertexBuffer.NormalKind
  89136. * - VertexBuffer.UVKind
  89137. * - VertexBuffer.UV2Kind
  89138. * - VertexBuffer.UV3Kind
  89139. * - VertexBuffer.UV4Kind
  89140. * - VertexBuffer.UV5Kind
  89141. * - VertexBuffer.UV6Kind
  89142. * - VertexBuffer.ColorKind
  89143. * - VertexBuffer.MatricesIndicesKind
  89144. * - VertexBuffer.MatricesIndicesExtraKind
  89145. * - VertexBuffer.MatricesWeightsKind
  89146. * - VertexBuffer.MatricesWeightsExtraKind
  89147. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  89148. */
  89149. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  89150. /**
  89151. * Tests if a specific vertex buffer is associated with this mesh
  89152. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  89153. * - VertexBuffer.PositionKind
  89154. * - VertexBuffer.NormalKind
  89155. * - VertexBuffer.UVKind
  89156. * - VertexBuffer.UV2Kind
  89157. * - VertexBuffer.UV3Kind
  89158. * - VertexBuffer.UV4Kind
  89159. * - VertexBuffer.UV5Kind
  89160. * - VertexBuffer.UV6Kind
  89161. * - VertexBuffer.ColorKind
  89162. * - VertexBuffer.MatricesIndicesKind
  89163. * - VertexBuffer.MatricesIndicesExtraKind
  89164. * - VertexBuffer.MatricesWeightsKind
  89165. * - VertexBuffer.MatricesWeightsExtraKind
  89166. * @returns a boolean
  89167. */
  89168. isVerticesDataPresent(kind: string): boolean;
  89169. /**
  89170. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  89171. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  89172. * - VertexBuffer.PositionKind
  89173. * - VertexBuffer.UVKind
  89174. * - VertexBuffer.UV2Kind
  89175. * - VertexBuffer.UV3Kind
  89176. * - VertexBuffer.UV4Kind
  89177. * - VertexBuffer.UV5Kind
  89178. * - VertexBuffer.UV6Kind
  89179. * - VertexBuffer.ColorKind
  89180. * - VertexBuffer.MatricesIndicesKind
  89181. * - VertexBuffer.MatricesIndicesExtraKind
  89182. * - VertexBuffer.MatricesWeightsKind
  89183. * - VertexBuffer.MatricesWeightsExtraKind
  89184. * @returns a boolean
  89185. */
  89186. isVertexBufferUpdatable(kind: string): boolean;
  89187. /**
  89188. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  89189. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89190. * - VertexBuffer.PositionKind
  89191. * - VertexBuffer.NormalKind
  89192. * - VertexBuffer.UVKind
  89193. * - VertexBuffer.UV2Kind
  89194. * - VertexBuffer.UV3Kind
  89195. * - VertexBuffer.UV4Kind
  89196. * - VertexBuffer.UV5Kind
  89197. * - VertexBuffer.UV6Kind
  89198. * - VertexBuffer.ColorKind
  89199. * - VertexBuffer.MatricesIndicesKind
  89200. * - VertexBuffer.MatricesIndicesExtraKind
  89201. * - VertexBuffer.MatricesWeightsKind
  89202. * - VertexBuffer.MatricesWeightsExtraKind
  89203. * @returns an array of strings
  89204. */
  89205. getVerticesDataKinds(): string[];
  89206. /**
  89207. * Returns a positive integer : the total number of indices in this mesh geometry.
  89208. * @returns the numner of indices or zero if the mesh has no geometry.
  89209. */
  89210. getTotalIndices(): number;
  89211. /**
  89212. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  89213. * @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.
  89214. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89215. * @returns the indices array or an empty array if the mesh has no geometry
  89216. */
  89217. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89218. readonly isBlocked: boolean;
  89219. /**
  89220. * Determine if the current mesh is ready to be rendered
  89221. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  89222. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  89223. * @returns true if all associated assets are ready (material, textures, shaders)
  89224. */
  89225. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  89226. /**
  89227. * 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.
  89228. */
  89229. readonly areNormalsFrozen: boolean;
  89230. /**
  89231. * 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.
  89232. * @returns the current mesh
  89233. */
  89234. freezeNormals(): Mesh;
  89235. /**
  89236. * 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
  89237. * @returns the current mesh
  89238. */
  89239. unfreezeNormals(): Mesh;
  89240. /**
  89241. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  89242. */
  89243. overridenInstanceCount: number;
  89244. /** @hidden */
  89245. _preActivate(): Mesh;
  89246. /** @hidden */
  89247. _preActivateForIntermediateRendering(renderId: number): Mesh;
  89248. /** @hidden */
  89249. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  89250. /**
  89251. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  89252. * This means the mesh underlying bounding box and sphere are recomputed.
  89253. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  89254. * @returns the current mesh
  89255. */
  89256. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  89257. /** @hidden */
  89258. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  89259. /**
  89260. * This function will subdivide the mesh into multiple submeshes
  89261. * @param count defines the expected number of submeshes
  89262. */
  89263. subdivide(count: number): void;
  89264. /**
  89265. * Copy a FloatArray into a specific associated vertex buffer
  89266. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89267. * - VertexBuffer.PositionKind
  89268. * - VertexBuffer.UVKind
  89269. * - VertexBuffer.UV2Kind
  89270. * - VertexBuffer.UV3Kind
  89271. * - VertexBuffer.UV4Kind
  89272. * - VertexBuffer.UV5Kind
  89273. * - VertexBuffer.UV6Kind
  89274. * - VertexBuffer.ColorKind
  89275. * - VertexBuffer.MatricesIndicesKind
  89276. * - VertexBuffer.MatricesIndicesExtraKind
  89277. * - VertexBuffer.MatricesWeightsKind
  89278. * - VertexBuffer.MatricesWeightsExtraKind
  89279. * @param data defines the data source
  89280. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  89281. * @param stride defines the data stride size (can be null)
  89282. * @returns the current mesh
  89283. */
  89284. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  89285. /**
  89286. * Flags an associated vertex buffer as updatable
  89287. * @param kind defines which buffer to use (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 updatable defines if the updated vertex buffer must be flagged as updatable
  89301. */
  89302. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  89303. /**
  89304. * Sets the mesh global Vertex Buffer
  89305. * @param buffer defines the buffer to use
  89306. * @returns the current mesh
  89307. */
  89308. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  89309. /**
  89310. * Update a specific associated vertex buffer
  89311. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89312. * - VertexBuffer.PositionKind
  89313. * - VertexBuffer.UVKind
  89314. * - VertexBuffer.UV2Kind
  89315. * - VertexBuffer.UV3Kind
  89316. * - VertexBuffer.UV4Kind
  89317. * - VertexBuffer.UV5Kind
  89318. * - VertexBuffer.UV6Kind
  89319. * - VertexBuffer.ColorKind
  89320. * - VertexBuffer.MatricesIndicesKind
  89321. * - VertexBuffer.MatricesIndicesExtraKind
  89322. * - VertexBuffer.MatricesWeightsKind
  89323. * - VertexBuffer.MatricesWeightsExtraKind
  89324. * @param data defines the data source
  89325. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  89326. * @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)
  89327. * @returns the current mesh
  89328. */
  89329. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  89330. /**
  89331. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  89332. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  89333. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  89334. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  89335. * @returns the current mesh
  89336. */
  89337. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  89338. /**
  89339. * Creates a un-shared specific occurence of the geometry for the mesh.
  89340. * @returns the current mesh
  89341. */
  89342. makeGeometryUnique(): Mesh;
  89343. /**
  89344. * Set the index buffer of this mesh
  89345. * @param indices defines the source data
  89346. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  89347. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  89348. * @returns the current mesh
  89349. */
  89350. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  89351. /**
  89352. * Update the current index buffer
  89353. * @param indices defines the source data
  89354. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  89355. * @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)
  89356. * @returns the current mesh
  89357. */
  89358. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  89359. /**
  89360. * Invert the geometry to move from a right handed system to a left handed one.
  89361. * @returns the current mesh
  89362. */
  89363. toLeftHanded(): Mesh;
  89364. /** @hidden */
  89365. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  89366. /** @hidden */
  89367. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  89368. /**
  89369. * Registers for this mesh a javascript function called just before the rendering process
  89370. * @param func defines the function to call before rendering this mesh
  89371. * @returns the current mesh
  89372. */
  89373. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  89374. /**
  89375. * Disposes a previously registered javascript function called before the rendering
  89376. * @param func defines the function to remove
  89377. * @returns the current mesh
  89378. */
  89379. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  89380. /**
  89381. * Registers for this mesh a javascript function called just after the rendering is complete
  89382. * @param func defines the function to call after rendering this mesh
  89383. * @returns the current mesh
  89384. */
  89385. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  89386. /**
  89387. * Disposes a previously registered javascript function called after the rendering.
  89388. * @param func defines the function to remove
  89389. * @returns the current mesh
  89390. */
  89391. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  89392. /** @hidden */
  89393. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  89394. /** @hidden */
  89395. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  89396. /** @hidden */
  89397. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  89398. /** @hidden */
  89399. _rebuild(): void;
  89400. /** @hidden */
  89401. _freeze(): void;
  89402. /** @hidden */
  89403. _unFreeze(): void;
  89404. /**
  89405. * 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
  89406. * @param subMesh defines the subMesh to render
  89407. * @param enableAlphaMode defines if alpha mode can be changed
  89408. * @returns the current mesh
  89409. */
  89410. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  89411. private _onBeforeDraw;
  89412. /**
  89413. * Renormalize the mesh and patch it up if there are no weights
  89414. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  89415. * However in the case of zero weights then we set just a single influence to 1.
  89416. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  89417. */
  89418. cleanMatrixWeights(): void;
  89419. private normalizeSkinFourWeights;
  89420. private normalizeSkinWeightsAndExtra;
  89421. /**
  89422. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  89423. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  89424. * the user know there was an issue with importing the mesh
  89425. * @returns a validation object with skinned, valid and report string
  89426. */
  89427. validateSkinning(): {
  89428. skinned: boolean;
  89429. valid: boolean;
  89430. report: string;
  89431. };
  89432. /** @hidden */
  89433. _checkDelayState(): Mesh;
  89434. private _queueLoad;
  89435. /**
  89436. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  89437. * A mesh is in the frustum if its bounding box intersects the frustum
  89438. * @param frustumPlanes defines the frustum to test
  89439. * @returns true if the mesh is in the frustum planes
  89440. */
  89441. isInFrustum(frustumPlanes: Plane[]): boolean;
  89442. /**
  89443. * Sets the mesh material by the material or multiMaterial `id` property
  89444. * @param id is a string identifying the material or the multiMaterial
  89445. * @returns the current mesh
  89446. */
  89447. setMaterialByID(id: string): Mesh;
  89448. /**
  89449. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  89450. * @returns an array of IAnimatable
  89451. */
  89452. getAnimatables(): IAnimatable[];
  89453. /**
  89454. * Modifies the mesh geometry according to the passed transformation matrix.
  89455. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  89456. * The mesh normals are modified using the same transformation.
  89457. * Note that, under the hood, this method sets a new VertexBuffer each call.
  89458. * @param transform defines the transform matrix to use
  89459. * @see http://doc.babylonjs.com/resources/baking_transformations
  89460. * @returns the current mesh
  89461. */
  89462. bakeTransformIntoVertices(transform: Matrix): Mesh;
  89463. /**
  89464. * Modifies the mesh geometry according to its own current World Matrix.
  89465. * The mesh World Matrix is then reset.
  89466. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  89467. * Note that, under the hood, this method sets a new VertexBuffer each call.
  89468. * @see http://doc.babylonjs.com/resources/baking_transformations
  89469. * @returns the current mesh
  89470. */
  89471. bakeCurrentTransformIntoVertices(): Mesh;
  89472. /** @hidden */
  89473. readonly _positions: Nullable<Vector3[]>;
  89474. /** @hidden */
  89475. _resetPointsArrayCache(): Mesh;
  89476. /** @hidden */
  89477. _generatePointsArray(): boolean;
  89478. /**
  89479. * Returns a new Mesh object generated from the current mesh properties.
  89480. * This method must not get confused with createInstance()
  89481. * @param name is a string, the name given to the new mesh
  89482. * @param newParent can be any Node object (default `null`)
  89483. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  89484. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  89485. * @returns a new mesh
  89486. */
  89487. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  89488. /**
  89489. * Releases resources associated with this mesh.
  89490. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89491. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89492. */
  89493. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89494. /**
  89495. * Modifies the mesh geometry according to a displacement map.
  89496. * 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.
  89497. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  89498. * @param url is a string, the URL from the image file is to be downloaded.
  89499. * @param minHeight is the lower limit of the displacement.
  89500. * @param maxHeight is the upper limit of the displacement.
  89501. * @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.
  89502. * @param uvOffset is an optional vector2 used to offset UV.
  89503. * @param uvScale is an optional vector2 used to scale UV.
  89504. * @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.
  89505. * @returns the Mesh.
  89506. */
  89507. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  89508. /**
  89509. * Modifies the mesh geometry according to a displacementMap buffer.
  89510. * 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.
  89511. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  89512. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  89513. * @param heightMapWidth is the width of the buffer image.
  89514. * @param heightMapHeight is the height of the buffer image.
  89515. * @param minHeight is the lower limit of the displacement.
  89516. * @param maxHeight is the upper limit of the displacement.
  89517. * @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.
  89518. * @param uvOffset is an optional vector2 used to offset UV.
  89519. * @param uvScale is an optional vector2 used to scale UV.
  89520. * @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.
  89521. * @returns the Mesh.
  89522. */
  89523. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  89524. /**
  89525. * Modify the mesh to get a flat shading rendering.
  89526. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  89527. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  89528. * @returns current mesh
  89529. */
  89530. convertToFlatShadedMesh(): Mesh;
  89531. /**
  89532. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  89533. * In other words, more vertices, no more indices and a single bigger VBO.
  89534. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  89535. * @returns current mesh
  89536. */
  89537. convertToUnIndexedMesh(): Mesh;
  89538. /**
  89539. * Inverses facet orientations.
  89540. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89541. * @param flipNormals will also inverts the normals
  89542. * @returns current mesh
  89543. */
  89544. flipFaces(flipNormals?: boolean): Mesh;
  89545. /**
  89546. * Increase the number of facets and hence vertices in a mesh
  89547. * Vertex normals are interpolated from existing vertex normals
  89548. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89549. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  89550. */
  89551. increaseVertices(numberPerEdge: number): void;
  89552. /**
  89553. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  89554. * This will undo any application of covertToFlatShadedMesh
  89555. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89556. */
  89557. forceSharedVertices(): void;
  89558. /** @hidden */
  89559. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  89560. /** @hidden */
  89561. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  89562. /**
  89563. * Creates a new InstancedMesh object from the mesh model.
  89564. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  89565. * @param name defines the name of the new instance
  89566. * @returns a new InstancedMesh
  89567. */
  89568. createInstance(name: string): InstancedMesh;
  89569. /**
  89570. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  89571. * After this call, all the mesh instances have the same submeshes than the current mesh.
  89572. * @returns the current mesh
  89573. */
  89574. synchronizeInstances(): Mesh;
  89575. /**
  89576. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  89577. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  89578. * This should be used together with the simplification to avoid disappearing triangles.
  89579. * @param successCallback an optional success callback to be called after the optimization finished.
  89580. * @returns the current mesh
  89581. */
  89582. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  89583. /**
  89584. * Serialize current mesh
  89585. * @param serializationObject defines the object which will receive the serialization data
  89586. */
  89587. serialize(serializationObject: any): void;
  89588. /** @hidden */
  89589. _syncGeometryWithMorphTargetManager(): void;
  89590. /** @hidden */
  89591. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  89592. /**
  89593. * Returns a new Mesh object parsed from the source provided.
  89594. * @param parsedMesh is the source
  89595. * @param scene defines the hosting scene
  89596. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  89597. * @returns a new Mesh
  89598. */
  89599. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  89600. /**
  89601. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  89602. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89603. * @param name defines the name of the mesh to create
  89604. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  89605. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  89606. * @param closePath creates a seam between the first and the last points of each path of the path array
  89607. * @param offset is taken in account only if the `pathArray` is containing a single path
  89608. * @param scene defines the hosting scene
  89609. * @param updatable defines if the mesh must be flagged as updatable
  89610. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89611. * @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)
  89612. * @returns a new Mesh
  89613. */
  89614. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89615. /**
  89616. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  89617. * @param name defines the name of the mesh to create
  89618. * @param radius sets the radius size (float) of the polygon (default 0.5)
  89619. * @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
  89620. * @param scene defines the hosting scene
  89621. * @param updatable defines if the mesh must be flagged as updatable
  89622. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89623. * @returns a new Mesh
  89624. */
  89625. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  89626. /**
  89627. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  89628. * @param name defines the name of the mesh to create
  89629. * @param size sets the size (float) of each box side (default 1)
  89630. * @param scene defines the hosting scene
  89631. * @param updatable defines if the mesh must be flagged as updatable
  89632. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89633. * @returns a new Mesh
  89634. */
  89635. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  89636. /**
  89637. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  89638. * @param name defines the name of the mesh to create
  89639. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  89640. * @param diameter sets the diameter size (float) of the sphere (default 1)
  89641. * @param scene defines the hosting scene
  89642. * @param updatable defines if the mesh must be flagged as updatable
  89643. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89644. * @returns a new Mesh
  89645. */
  89646. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89647. /**
  89648. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  89649. * @param name defines the name of the mesh to create
  89650. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  89651. * @param diameter sets the diameter size (float) of the sphere (default 1)
  89652. * @param scene defines the hosting scene
  89653. * @returns a new Mesh
  89654. */
  89655. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  89656. /**
  89657. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  89658. * @param name defines the name of the mesh to create
  89659. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  89660. * @param diameterTop set the top cap diameter (floats, default 1)
  89661. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  89662. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  89663. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  89664. * @param scene defines the hosting scene
  89665. * @param updatable defines if the mesh must be flagged as updatable
  89666. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89667. * @returns a new Mesh
  89668. */
  89669. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  89670. /**
  89671. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  89672. * @param name defines the name of the mesh to create
  89673. * @param diameter sets the diameter size (float) of the torus (default 1)
  89674. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  89675. * @param tessellation sets the number of torus sides (postive integer, default 16)
  89676. * @param scene defines the hosting scene
  89677. * @param updatable defines if the mesh must be flagged as updatable
  89678. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89679. * @returns a new Mesh
  89680. */
  89681. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89682. /**
  89683. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  89684. * @param name defines the name of the mesh to create
  89685. * @param radius sets the global radius size (float) of the torus knot (default 2)
  89686. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  89687. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  89688. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  89689. * @param p the number of windings on X axis (positive integers, default 2)
  89690. * @param q the number of windings on Y axis (positive integers, default 3)
  89691. * @param scene defines the hosting scene
  89692. * @param updatable defines if the mesh must be flagged as updatable
  89693. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89694. * @returns a new Mesh
  89695. */
  89696. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89697. /**
  89698. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  89699. * @param name defines the name of the mesh to create
  89700. * @param points is an array successive Vector3
  89701. * @param scene defines the hosting scene
  89702. * @param updatable defines if the mesh must be flagged as updatable
  89703. * @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).
  89704. * @returns a new Mesh
  89705. */
  89706. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  89707. /**
  89708. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  89709. * @param name defines the name of the mesh to create
  89710. * @param points is an array successive Vector3
  89711. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  89712. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  89713. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  89714. * @param scene defines the hosting scene
  89715. * @param updatable defines if the mesh must be flagged as updatable
  89716. * @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)
  89717. * @returns a new Mesh
  89718. */
  89719. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  89720. /**
  89721. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  89722. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  89723. * 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.
  89724. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89725. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  89726. * Remember you can only change the shape positions, not their number when updating a polygon.
  89727. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  89728. * @param name defines the name of the mesh to create
  89729. * @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
  89730. * @param scene defines the hosting scene
  89731. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  89732. * @param updatable defines if the mesh must be flagged as updatable
  89733. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89734. * @param earcutInjection can be used to inject your own earcut reference
  89735. * @returns a new Mesh
  89736. */
  89737. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  89738. /**
  89739. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  89740. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  89741. * @param name defines the name of the mesh to create
  89742. * @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
  89743. * @param depth defines the height of extrusion
  89744. * @param scene defines the hosting scene
  89745. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  89746. * @param updatable defines if the mesh must be flagged as updatable
  89747. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89748. * @param earcutInjection can be used to inject your own earcut reference
  89749. * @returns a new Mesh
  89750. */
  89751. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  89752. /**
  89753. * Creates an extruded shape mesh.
  89754. * 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
  89755. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89756. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89757. * @param name defines the name of the mesh to create
  89758. * @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
  89759. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89760. * @param scale is the value to scale the shape
  89761. * @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
  89762. * @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
  89763. * @param scene defines the hosting scene
  89764. * @param updatable defines if the mesh must be flagged as updatable
  89765. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89766. * @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)
  89767. * @returns a new Mesh
  89768. */
  89769. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89770. /**
  89771. * Creates an custom extruded shape mesh.
  89772. * The custom extrusion is a parametric shape.
  89773. * It has no predefined shape. Its final shape will depend on the input parameters.
  89774. * Please consider using the same method from the MeshBuilder class instead
  89775. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89776. * @param name defines the name of the mesh to create
  89777. * @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
  89778. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89779. * @param scaleFunction is a custom Javascript function called on each path point
  89780. * @param rotationFunction is a custom Javascript function called on each path point
  89781. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  89782. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  89783. * @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
  89784. * @param scene defines the hosting scene
  89785. * @param updatable defines if the mesh must be flagged as updatable
  89786. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89787. * @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)
  89788. * @returns a new Mesh
  89789. */
  89790. 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;
  89791. /**
  89792. * Creates lathe mesh.
  89793. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  89794. * Please consider using the same method from the MeshBuilder class instead
  89795. * @param name defines the name of the mesh to create
  89796. * @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
  89797. * @param radius is the radius value of the lathe
  89798. * @param tessellation is the side number of the lathe.
  89799. * @param scene defines the hosting scene
  89800. * @param updatable defines if the mesh must be flagged as updatable
  89801. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89802. * @returns a new Mesh
  89803. */
  89804. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89805. /**
  89806. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  89807. * @param name defines the name of the mesh to create
  89808. * @param size sets the size (float) of both sides of the plane at once (default 1)
  89809. * @param scene defines the hosting scene
  89810. * @param updatable defines if the mesh must be flagged as updatable
  89811. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89812. * @returns a new Mesh
  89813. */
  89814. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89815. /**
  89816. * Creates a ground mesh.
  89817. * Please consider using the same method from the MeshBuilder class instead
  89818. * @param name defines the name of the mesh to create
  89819. * @param width set the width of the ground
  89820. * @param height set the height of the ground
  89821. * @param subdivisions sets the number of subdivisions per side
  89822. * @param scene defines the hosting scene
  89823. * @param updatable defines if the mesh must be flagged as updatable
  89824. * @returns a new Mesh
  89825. */
  89826. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  89827. /**
  89828. * Creates a tiled ground mesh.
  89829. * Please consider using the same method from the MeshBuilder class instead
  89830. * @param name defines the name of the mesh to create
  89831. * @param xmin set the ground minimum X coordinate
  89832. * @param zmin set the ground minimum Y coordinate
  89833. * @param xmax set the ground maximum X coordinate
  89834. * @param zmax set the ground maximum Z coordinate
  89835. * @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
  89836. * @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
  89837. * @param scene defines the hosting scene
  89838. * @param updatable defines if the mesh must be flagged as updatable
  89839. * @returns a new Mesh
  89840. */
  89841. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  89842. w: number;
  89843. h: number;
  89844. }, precision: {
  89845. w: number;
  89846. h: number;
  89847. }, scene: Scene, updatable?: boolean): Mesh;
  89848. /**
  89849. * Creates a ground mesh from a height map.
  89850. * Please consider using the same method from the MeshBuilder class instead
  89851. * @see http://doc.babylonjs.com/babylon101/height_map
  89852. * @param name defines the name of the mesh to create
  89853. * @param url sets the URL of the height map image resource
  89854. * @param width set the ground width size
  89855. * @param height set the ground height size
  89856. * @param subdivisions sets the number of subdivision per side
  89857. * @param minHeight is the minimum altitude on the ground
  89858. * @param maxHeight is the maximum altitude on the ground
  89859. * @param scene defines the hosting scene
  89860. * @param updatable defines if the mesh must be flagged as updatable
  89861. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  89862. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  89863. * @returns a new Mesh
  89864. */
  89865. 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;
  89866. /**
  89867. * Creates a tube mesh.
  89868. * The tube is a parametric shape.
  89869. * It has no predefined shape. Its final shape will depend on the input parameters.
  89870. * Please consider using the same method from the MeshBuilder class instead
  89871. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89872. * @param name defines the name of the mesh to create
  89873. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  89874. * @param radius sets the tube radius size
  89875. * @param tessellation is the number of sides on the tubular surface
  89876. * @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
  89877. * @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
  89878. * @param scene defines the hosting scene
  89879. * @param updatable defines if the mesh must be flagged as updatable
  89880. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89881. * @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)
  89882. * @returns a new Mesh
  89883. */
  89884. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  89885. (i: number, distance: number): number;
  89886. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89887. /**
  89888. * Creates a polyhedron mesh.
  89889. * Please consider using the same method from the MeshBuilder class instead.
  89890. * * 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
  89891. * * The parameter `size` (positive float, default 1) sets the polygon size
  89892. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  89893. * * 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`
  89894. * * 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
  89895. * * 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)`)
  89896. * * 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
  89897. * * 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
  89898. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89899. * * 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
  89900. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89901. * @param name defines the name of the mesh to create
  89902. * @param options defines the options used to create the mesh
  89903. * @param scene defines the hosting scene
  89904. * @returns a new Mesh
  89905. */
  89906. static CreatePolyhedron(name: string, options: {
  89907. type?: number;
  89908. size?: number;
  89909. sizeX?: number;
  89910. sizeY?: number;
  89911. sizeZ?: number;
  89912. custom?: any;
  89913. faceUV?: Vector4[];
  89914. faceColors?: Color4[];
  89915. updatable?: boolean;
  89916. sideOrientation?: number;
  89917. }, scene: Scene): Mesh;
  89918. /**
  89919. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  89920. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  89921. * * 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`)
  89922. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  89923. * * 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
  89924. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89925. * * 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
  89926. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89927. * @param name defines the name of the mesh
  89928. * @param options defines the options used to create the mesh
  89929. * @param scene defines the hosting scene
  89930. * @returns a new Mesh
  89931. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  89932. */
  89933. static CreateIcoSphere(name: string, options: {
  89934. radius?: number;
  89935. flat?: boolean;
  89936. subdivisions?: number;
  89937. sideOrientation?: number;
  89938. updatable?: boolean;
  89939. }, scene: Scene): Mesh;
  89940. /**
  89941. * Creates a decal mesh.
  89942. * Please consider using the same method from the MeshBuilder class instead.
  89943. * A decal is a mesh usually applied as a model onto the surface of another mesh
  89944. * @param name defines the name of the mesh
  89945. * @param sourceMesh defines the mesh receiving the decal
  89946. * @param position sets the position of the decal in world coordinates
  89947. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  89948. * @param size sets the decal scaling
  89949. * @param angle sets the angle to rotate the decal
  89950. * @returns a new Mesh
  89951. */
  89952. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  89953. /**
  89954. * Prepare internal position array for software CPU skinning
  89955. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  89956. */
  89957. setPositionsForCPUSkinning(): Float32Array;
  89958. /**
  89959. * Prepare internal normal array for software CPU skinning
  89960. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  89961. */
  89962. setNormalsForCPUSkinning(): Float32Array;
  89963. /**
  89964. * Updates the vertex buffer by applying transformation from the bones
  89965. * @param skeleton defines the skeleton to apply to current mesh
  89966. * @returns the current mesh
  89967. */
  89968. applySkeleton(skeleton: Skeleton): Mesh;
  89969. /**
  89970. * 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
  89971. * @param meshes defines the list of meshes to scan
  89972. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  89973. */
  89974. static MinMax(meshes: AbstractMesh[]): {
  89975. min: Vector3;
  89976. max: Vector3;
  89977. };
  89978. /**
  89979. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  89980. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  89981. * @returns a vector3
  89982. */
  89983. static Center(meshesOrMinMaxVector: {
  89984. min: Vector3;
  89985. max: Vector3;
  89986. } | AbstractMesh[]): Vector3;
  89987. /**
  89988. * Merge the array of meshes into a single mesh for performance reasons.
  89989. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  89990. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  89991. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  89992. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  89993. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  89994. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  89995. * @returns a new mesh
  89996. */
  89997. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  89998. /** @hidden */
  89999. addInstance(instance: InstancedMesh): void;
  90000. /** @hidden */
  90001. removeInstance(instance: InstancedMesh): void;
  90002. }
  90003. }
  90004. declare module BABYLON {
  90005. /**
  90006. * This is the base class of all the camera used in the application.
  90007. * @see http://doc.babylonjs.com/features/cameras
  90008. */
  90009. export class Camera extends Node {
  90010. /** @hidden */
  90011. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  90012. /**
  90013. * This is the default projection mode used by the cameras.
  90014. * It helps recreating a feeling of perspective and better appreciate depth.
  90015. * This is the best way to simulate real life cameras.
  90016. */
  90017. static readonly PERSPECTIVE_CAMERA: number;
  90018. /**
  90019. * This helps creating camera with an orthographic mode.
  90020. * 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.
  90021. */
  90022. static readonly ORTHOGRAPHIC_CAMERA: number;
  90023. /**
  90024. * This is the default FOV mode for perspective cameras.
  90025. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  90026. */
  90027. static readonly FOVMODE_VERTICAL_FIXED: number;
  90028. /**
  90029. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  90030. */
  90031. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  90032. /**
  90033. * This specifies ther is no need for a camera rig.
  90034. * Basically only one eye is rendered corresponding to the camera.
  90035. */
  90036. static readonly RIG_MODE_NONE: number;
  90037. /**
  90038. * Simulates a camera Rig with one blue eye and one red eye.
  90039. * This can be use with 3d blue and red glasses.
  90040. */
  90041. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  90042. /**
  90043. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  90044. */
  90045. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  90046. /**
  90047. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  90048. */
  90049. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  90050. /**
  90051. * Defines that both eyes of the camera will be rendered over under each other.
  90052. */
  90053. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  90054. /**
  90055. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  90056. */
  90057. static readonly RIG_MODE_VR: number;
  90058. /**
  90059. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  90060. */
  90061. static readonly RIG_MODE_WEBVR: number;
  90062. /**
  90063. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  90064. */
  90065. static readonly RIG_MODE_CUSTOM: number;
  90066. /**
  90067. * Defines if by default attaching controls should prevent the default javascript event to continue.
  90068. */
  90069. static ForceAttachControlToAlwaysPreventDefault: boolean;
  90070. /**
  90071. * Define the input manager associated with the camera.
  90072. */
  90073. inputs: CameraInputsManager<Camera>;
  90074. /** @hidden */
  90075. _position: Vector3;
  90076. /**
  90077. * Define the current local position of the camera in the scene
  90078. */
  90079. position: Vector3;
  90080. /**
  90081. * The vector the camera should consider as up.
  90082. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  90083. */
  90084. upVector: Vector3;
  90085. /**
  90086. * Define the current limit on the left side for an orthographic camera
  90087. * In scene unit
  90088. */
  90089. orthoLeft: Nullable<number>;
  90090. /**
  90091. * Define the current limit on the right side for an orthographic camera
  90092. * In scene unit
  90093. */
  90094. orthoRight: Nullable<number>;
  90095. /**
  90096. * Define the current limit on the bottom side for an orthographic camera
  90097. * In scene unit
  90098. */
  90099. orthoBottom: Nullable<number>;
  90100. /**
  90101. * Define the current limit on the top side for an orthographic camera
  90102. * In scene unit
  90103. */
  90104. orthoTop: Nullable<number>;
  90105. /**
  90106. * Field Of View is set in Radians. (default is 0.8)
  90107. */
  90108. fov: number;
  90109. /**
  90110. * Define the minimum distance the camera can see from.
  90111. * This is important to note that the depth buffer are not infinite and the closer it starts
  90112. * the more your scene might encounter depth fighting issue.
  90113. */
  90114. minZ: number;
  90115. /**
  90116. * Define the maximum distance the camera can see to.
  90117. * This is important to note that the depth buffer are not infinite and the further it end
  90118. * the more your scene might encounter depth fighting issue.
  90119. */
  90120. maxZ: number;
  90121. /**
  90122. * Define the default inertia of the camera.
  90123. * This helps giving a smooth feeling to the camera movement.
  90124. */
  90125. inertia: number;
  90126. /**
  90127. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  90128. */
  90129. mode: number;
  90130. /**
  90131. * Define wether the camera is intermediate.
  90132. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  90133. */
  90134. isIntermediate: boolean;
  90135. /**
  90136. * Define the viewport of the camera.
  90137. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  90138. */
  90139. viewport: Viewport;
  90140. /**
  90141. * Restricts the camera to viewing objects with the same layerMask.
  90142. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  90143. */
  90144. layerMask: number;
  90145. /**
  90146. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  90147. */
  90148. fovMode: number;
  90149. /**
  90150. * Rig mode of the camera.
  90151. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  90152. * This is normally controlled byt the camera themselves as internal use.
  90153. */
  90154. cameraRigMode: number;
  90155. /**
  90156. * Defines the distance between both "eyes" in case of a RIG
  90157. */
  90158. interaxialDistance: number;
  90159. /**
  90160. * Defines if stereoscopic rendering is done side by side or over under.
  90161. */
  90162. isStereoscopicSideBySide: boolean;
  90163. /**
  90164. * 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
  90165. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  90166. * else in the scene. (Eg. security camera)
  90167. *
  90168. * 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)
  90169. */
  90170. customRenderTargets: RenderTargetTexture[];
  90171. /**
  90172. * When set, the camera will render to this render target instead of the default canvas
  90173. *
  90174. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  90175. */
  90176. outputRenderTarget: Nullable<RenderTargetTexture>;
  90177. /**
  90178. * Observable triggered when the camera view matrix has changed.
  90179. */
  90180. onViewMatrixChangedObservable: Observable<Camera>;
  90181. /**
  90182. * Observable triggered when the camera Projection matrix has changed.
  90183. */
  90184. onProjectionMatrixChangedObservable: Observable<Camera>;
  90185. /**
  90186. * Observable triggered when the inputs have been processed.
  90187. */
  90188. onAfterCheckInputsObservable: Observable<Camera>;
  90189. /**
  90190. * Observable triggered when reset has been called and applied to the camera.
  90191. */
  90192. onRestoreStateObservable: Observable<Camera>;
  90193. /** @hidden */
  90194. _cameraRigParams: any;
  90195. /** @hidden */
  90196. _rigCameras: Camera[];
  90197. /** @hidden */
  90198. _rigPostProcess: Nullable<PostProcess>;
  90199. protected _webvrViewMatrix: Matrix;
  90200. /** @hidden */
  90201. _skipRendering: boolean;
  90202. /** @hidden */
  90203. _projectionMatrix: Matrix;
  90204. /** @hidden */
  90205. _postProcesses: Nullable<PostProcess>[];
  90206. /** @hidden */
  90207. _activeMeshes: SmartArray<AbstractMesh>;
  90208. protected _globalPosition: Vector3;
  90209. /** @hidden */
  90210. _computedViewMatrix: Matrix;
  90211. private _doNotComputeProjectionMatrix;
  90212. private _transformMatrix;
  90213. private _frustumPlanes;
  90214. private _refreshFrustumPlanes;
  90215. private _storedFov;
  90216. private _stateStored;
  90217. /**
  90218. * Instantiates a new camera object.
  90219. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  90220. * @see http://doc.babylonjs.com/features/cameras
  90221. * @param name Defines the name of the camera in the scene
  90222. * @param position Defines the position of the camera
  90223. * @param scene Defines the scene the camera belongs too
  90224. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  90225. */
  90226. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  90227. /**
  90228. * Store current camera state (fov, position, etc..)
  90229. * @returns the camera
  90230. */
  90231. storeState(): Camera;
  90232. /**
  90233. * Restores the camera state values if it has been stored. You must call storeState() first
  90234. */
  90235. protected _restoreStateValues(): boolean;
  90236. /**
  90237. * Restored camera state. You must call storeState() first.
  90238. * @returns true if restored and false otherwise
  90239. */
  90240. restoreState(): boolean;
  90241. /**
  90242. * Gets the class name of the camera.
  90243. * @returns the class name
  90244. */
  90245. getClassName(): string;
  90246. /** @hidden */
  90247. readonly _isCamera: boolean;
  90248. /**
  90249. * Gets a string representation of the camera useful for debug purpose.
  90250. * @param fullDetails Defines that a more verboe level of logging is required
  90251. * @returns the string representation
  90252. */
  90253. toString(fullDetails?: boolean): string;
  90254. /**
  90255. * Gets the current world space position of the camera.
  90256. */
  90257. readonly globalPosition: Vector3;
  90258. /**
  90259. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  90260. * @returns the active meshe list
  90261. */
  90262. getActiveMeshes(): SmartArray<AbstractMesh>;
  90263. /**
  90264. * Check wether a mesh is part of the current active mesh list of the camera
  90265. * @param mesh Defines the mesh to check
  90266. * @returns true if active, false otherwise
  90267. */
  90268. isActiveMesh(mesh: Mesh): boolean;
  90269. /**
  90270. * Is this camera ready to be used/rendered
  90271. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  90272. * @return true if the camera is ready
  90273. */
  90274. isReady(completeCheck?: boolean): boolean;
  90275. /** @hidden */
  90276. _initCache(): void;
  90277. /** @hidden */
  90278. _updateCache(ignoreParentClass?: boolean): void;
  90279. /** @hidden */
  90280. _isSynchronized(): boolean;
  90281. /** @hidden */
  90282. _isSynchronizedViewMatrix(): boolean;
  90283. /** @hidden */
  90284. _isSynchronizedProjectionMatrix(): boolean;
  90285. /**
  90286. * Attach the input controls to a specific dom element to get the input from.
  90287. * @param element Defines the element the controls should be listened from
  90288. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  90289. */
  90290. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  90291. /**
  90292. * Detach the current controls from the specified dom element.
  90293. * @param element Defines the element to stop listening the inputs from
  90294. */
  90295. detachControl(element: HTMLElement): void;
  90296. /**
  90297. * Update the camera state according to the different inputs gathered during the frame.
  90298. */
  90299. update(): void;
  90300. /** @hidden */
  90301. _checkInputs(): void;
  90302. /** @hidden */
  90303. readonly rigCameras: Camera[];
  90304. /**
  90305. * Gets the post process used by the rig cameras
  90306. */
  90307. readonly rigPostProcess: Nullable<PostProcess>;
  90308. /**
  90309. * Internal, gets the first post proces.
  90310. * @returns the first post process to be run on this camera.
  90311. */
  90312. _getFirstPostProcess(): Nullable<PostProcess>;
  90313. private _cascadePostProcessesToRigCams;
  90314. /**
  90315. * Attach a post process to the camera.
  90316. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  90317. * @param postProcess The post process to attach to the camera
  90318. * @param insertAt The position of the post process in case several of them are in use in the scene
  90319. * @returns the position the post process has been inserted at
  90320. */
  90321. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  90322. /**
  90323. * Detach a post process to the camera.
  90324. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  90325. * @param postProcess The post process to detach from the camera
  90326. */
  90327. detachPostProcess(postProcess: PostProcess): void;
  90328. /**
  90329. * Gets the current world matrix of the camera
  90330. */
  90331. getWorldMatrix(): Matrix;
  90332. /** @hidden */
  90333. _getViewMatrix(): Matrix;
  90334. /**
  90335. * Gets the current view matrix of the camera.
  90336. * @param force forces the camera to recompute the matrix without looking at the cached state
  90337. * @returns the view matrix
  90338. */
  90339. getViewMatrix(force?: boolean): Matrix;
  90340. /**
  90341. * Freeze the projection matrix.
  90342. * It will prevent the cache check of the camera projection compute and can speed up perf
  90343. * if no parameter of the camera are meant to change
  90344. * @param projection Defines manually a projection if necessary
  90345. */
  90346. freezeProjectionMatrix(projection?: Matrix): void;
  90347. /**
  90348. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  90349. */
  90350. unfreezeProjectionMatrix(): void;
  90351. /**
  90352. * Gets the current projection matrix of the camera.
  90353. * @param force forces the camera to recompute the matrix without looking at the cached state
  90354. * @returns the projection matrix
  90355. */
  90356. getProjectionMatrix(force?: boolean): Matrix;
  90357. /**
  90358. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  90359. * @returns a Matrix
  90360. */
  90361. getTransformationMatrix(): Matrix;
  90362. private _updateFrustumPlanes;
  90363. /**
  90364. * Checks if a cullable object (mesh...) is in the camera frustum
  90365. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  90366. * @param target The object to check
  90367. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  90368. * @returns true if the object is in frustum otherwise false
  90369. */
  90370. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  90371. /**
  90372. * Checks if a cullable object (mesh...) is in the camera frustum
  90373. * Unlike isInFrustum this cheks the full bounding box
  90374. * @param target The object to check
  90375. * @returns true if the object is in frustum otherwise false
  90376. */
  90377. isCompletelyInFrustum(target: ICullable): boolean;
  90378. /**
  90379. * Gets a ray in the forward direction from the camera.
  90380. * @param length Defines the length of the ray to create
  90381. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  90382. * @param origin Defines the start point of the ray which defaults to the camera position
  90383. * @returns the forward ray
  90384. */
  90385. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  90386. /**
  90387. * Releases resources associated with this node.
  90388. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90389. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90390. */
  90391. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90392. /** @hidden */
  90393. _isLeftCamera: boolean;
  90394. /**
  90395. * Gets the left camera of a rig setup in case of Rigged Camera
  90396. */
  90397. readonly isLeftCamera: boolean;
  90398. /** @hidden */
  90399. _isRightCamera: boolean;
  90400. /**
  90401. * Gets the right camera of a rig setup in case of Rigged Camera
  90402. */
  90403. readonly isRightCamera: boolean;
  90404. /**
  90405. * Gets the left camera of a rig setup in case of Rigged Camera
  90406. */
  90407. readonly leftCamera: Nullable<FreeCamera>;
  90408. /**
  90409. * Gets the right camera of a rig setup in case of Rigged Camera
  90410. */
  90411. readonly rightCamera: Nullable<FreeCamera>;
  90412. /**
  90413. * Gets the left camera target of a rig setup in case of Rigged Camera
  90414. * @returns the target position
  90415. */
  90416. getLeftTarget(): Nullable<Vector3>;
  90417. /**
  90418. * Gets the right camera target of a rig setup in case of Rigged Camera
  90419. * @returns the target position
  90420. */
  90421. getRightTarget(): Nullable<Vector3>;
  90422. /**
  90423. * @hidden
  90424. */
  90425. setCameraRigMode(mode: number, rigParams: any): void;
  90426. /** @hidden */
  90427. static _setStereoscopicRigMode(camera: Camera): void;
  90428. /** @hidden */
  90429. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  90430. /** @hidden */
  90431. static _setVRRigMode(camera: Camera, rigParams: any): void;
  90432. /** @hidden */
  90433. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  90434. /** @hidden */
  90435. _getVRProjectionMatrix(): Matrix;
  90436. protected _updateCameraRotationMatrix(): void;
  90437. protected _updateWebVRCameraRotationMatrix(): void;
  90438. /**
  90439. * This function MUST be overwritten by the different WebVR cameras available.
  90440. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  90441. * @hidden
  90442. */
  90443. _getWebVRProjectionMatrix(): Matrix;
  90444. /**
  90445. * This function MUST be overwritten by the different WebVR cameras available.
  90446. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  90447. * @hidden
  90448. */
  90449. _getWebVRViewMatrix(): Matrix;
  90450. /** @hidden */
  90451. setCameraRigParameter(name: string, value: any): void;
  90452. /**
  90453. * needs to be overridden by children so sub has required properties to be copied
  90454. * @hidden
  90455. */
  90456. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  90457. /**
  90458. * May need to be overridden by children
  90459. * @hidden
  90460. */
  90461. _updateRigCameras(): void;
  90462. /** @hidden */
  90463. _setupInputs(): void;
  90464. /**
  90465. * Serialiaze the camera setup to a json represention
  90466. * @returns the JSON representation
  90467. */
  90468. serialize(): any;
  90469. /**
  90470. * Clones the current camera.
  90471. * @param name The cloned camera name
  90472. * @returns the cloned camera
  90473. */
  90474. clone(name: string): Camera;
  90475. /**
  90476. * Gets the direction of the camera relative to a given local axis.
  90477. * @param localAxis Defines the reference axis to provide a relative direction.
  90478. * @return the direction
  90479. */
  90480. getDirection(localAxis: Vector3): Vector3;
  90481. /**
  90482. * Gets the direction of the camera relative to a given local axis into a passed vector.
  90483. * @param localAxis Defines the reference axis to provide a relative direction.
  90484. * @param result Defines the vector to store the result in
  90485. */
  90486. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  90487. /**
  90488. * Gets a camera constructor for a given camera type
  90489. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  90490. * @param name The name of the camera the result will be able to instantiate
  90491. * @param scene The scene the result will construct the camera in
  90492. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  90493. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  90494. * @returns a factory method to construc the camera
  90495. */
  90496. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  90497. /**
  90498. * Compute the world matrix of the camera.
  90499. * @returns the camera workd matrix
  90500. */
  90501. computeWorldMatrix(): Matrix;
  90502. /**
  90503. * Parse a JSON and creates the camera from the parsed information
  90504. * @param parsedCamera The JSON to parse
  90505. * @param scene The scene to instantiate the camera in
  90506. * @returns the newly constructed camera
  90507. */
  90508. static Parse(parsedCamera: any, scene: Scene): Camera;
  90509. }
  90510. }
  90511. declare module BABYLON {
  90512. /**
  90513. * Class containing static functions to help procedurally build meshes
  90514. */
  90515. export class DiscBuilder {
  90516. /**
  90517. * Creates a plane polygonal mesh. By default, this is a disc
  90518. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  90519. * * 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
  90520. * * 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
  90521. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  90522. * * 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
  90523. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  90524. * @param name defines the name of the mesh
  90525. * @param options defines the options used to create the mesh
  90526. * @param scene defines the hosting scene
  90527. * @returns the plane polygonal mesh
  90528. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  90529. */
  90530. static CreateDisc(name: string, options: {
  90531. radius?: number;
  90532. tessellation?: number;
  90533. arc?: number;
  90534. updatable?: boolean;
  90535. sideOrientation?: number;
  90536. frontUVs?: Vector4;
  90537. backUVs?: Vector4;
  90538. }, scene?: Nullable<Scene>): Mesh;
  90539. }
  90540. }
  90541. declare module BABYLON {
  90542. /**
  90543. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  90544. *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.
  90545. * The SPS is also a particle system. It provides some methods to manage the particles.
  90546. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  90547. *
  90548. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  90549. */
  90550. export class SolidParticleSystem implements IDisposable {
  90551. /**
  90552. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  90553. * Example : var p = SPS.particles[i];
  90554. */
  90555. particles: SolidParticle[];
  90556. /**
  90557. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  90558. */
  90559. nbParticles: number;
  90560. /**
  90561. * If the particles must ever face the camera (default false). Useful for planar particles.
  90562. */
  90563. billboard: boolean;
  90564. /**
  90565. * Recompute normals when adding a shape
  90566. */
  90567. recomputeNormals: boolean;
  90568. /**
  90569. * This a counter ofr your own usage. It's not set by any SPS functions.
  90570. */
  90571. counter: number;
  90572. /**
  90573. * The SPS name. This name is also given to the underlying mesh.
  90574. */
  90575. name: string;
  90576. /**
  90577. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  90578. */
  90579. mesh: Mesh;
  90580. /**
  90581. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  90582. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  90583. */
  90584. vars: any;
  90585. /**
  90586. * This array is populated when the SPS is set as 'pickable'.
  90587. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  90588. * Each element of this array is an object `{idx: int, faceId: int}`.
  90589. * `idx` is the picked particle index in the `SPS.particles` array
  90590. * `faceId` is the picked face index counted within this particle.
  90591. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  90592. */
  90593. pickedParticles: {
  90594. idx: number;
  90595. faceId: number;
  90596. }[];
  90597. /**
  90598. * This array is populated when `enableDepthSort` is set to true.
  90599. * Each element of this array is an instance of the class DepthSortedParticle.
  90600. */
  90601. depthSortedParticles: DepthSortedParticle[];
  90602. /**
  90603. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  90604. * @hidden
  90605. */
  90606. _bSphereOnly: boolean;
  90607. /**
  90608. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  90609. * @hidden
  90610. */
  90611. _bSphereRadiusFactor: number;
  90612. private _scene;
  90613. private _positions;
  90614. private _indices;
  90615. private _normals;
  90616. private _colors;
  90617. private _uvs;
  90618. private _indices32;
  90619. private _positions32;
  90620. private _normals32;
  90621. private _fixedNormal32;
  90622. private _colors32;
  90623. private _uvs32;
  90624. private _index;
  90625. private _updatable;
  90626. private _pickable;
  90627. private _isVisibilityBoxLocked;
  90628. private _alwaysVisible;
  90629. private _depthSort;
  90630. private _shapeCounter;
  90631. private _copy;
  90632. private _color;
  90633. private _computeParticleColor;
  90634. private _computeParticleTexture;
  90635. private _computeParticleRotation;
  90636. private _computeParticleVertex;
  90637. private _computeBoundingBox;
  90638. private _depthSortParticles;
  90639. private _camera;
  90640. private _mustUnrotateFixedNormals;
  90641. private _particlesIntersect;
  90642. private _needs32Bits;
  90643. /**
  90644. * Creates a SPS (Solid Particle System) object.
  90645. * @param name (String) is the SPS name, this will be the underlying mesh name.
  90646. * @param scene (Scene) is the scene in which the SPS is added.
  90647. * @param options defines the options of the sps e.g.
  90648. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  90649. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  90650. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  90651. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  90652. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  90653. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  90654. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  90655. */
  90656. constructor(name: string, scene: Scene, options?: {
  90657. updatable?: boolean;
  90658. isPickable?: boolean;
  90659. enableDepthSort?: boolean;
  90660. particleIntersection?: boolean;
  90661. boundingSphereOnly?: boolean;
  90662. bSphereRadiusFactor?: number;
  90663. });
  90664. /**
  90665. * Builds the SPS underlying mesh. Returns a standard Mesh.
  90666. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  90667. * @returns the created mesh
  90668. */
  90669. buildMesh(): Mesh;
  90670. /**
  90671. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  90672. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  90673. * Thus the particles generated from `digest()` have their property `position` set yet.
  90674. * @param mesh ( Mesh ) is the mesh to be digested
  90675. * @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
  90676. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  90677. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  90678. * @returns the current SPS
  90679. */
  90680. digest(mesh: Mesh, options?: {
  90681. facetNb?: number;
  90682. number?: number;
  90683. delta?: number;
  90684. }): SolidParticleSystem;
  90685. private _unrotateFixedNormals;
  90686. private _resetCopy;
  90687. private _meshBuilder;
  90688. private _posToShape;
  90689. private _uvsToShapeUV;
  90690. private _addParticle;
  90691. /**
  90692. * Adds some particles to the SPS from the model shape. Returns the shape id.
  90693. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  90694. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  90695. * @param nb (positive integer) the number of particles to be created from this model
  90696. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  90697. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  90698. * @returns the number of shapes in the system
  90699. */
  90700. addShape(mesh: Mesh, nb: number, options?: {
  90701. positionFunction?: any;
  90702. vertexFunction?: any;
  90703. }): number;
  90704. private _rebuildParticle;
  90705. /**
  90706. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  90707. * @returns the SPS.
  90708. */
  90709. rebuildMesh(): SolidParticleSystem;
  90710. /**
  90711. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  90712. * This method calls `updateParticle()` for each particle of the SPS.
  90713. * For an animated SPS, it is usually called within the render loop.
  90714. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  90715. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  90716. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  90717. * @returns the SPS.
  90718. */
  90719. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  90720. /**
  90721. * Disposes the SPS.
  90722. */
  90723. dispose(): void;
  90724. /**
  90725. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  90726. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90727. * @returns the SPS.
  90728. */
  90729. refreshVisibleSize(): SolidParticleSystem;
  90730. /**
  90731. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  90732. * @param size the size (float) of the visibility box
  90733. * note : this doesn't lock the SPS mesh bounding box.
  90734. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90735. */
  90736. setVisibilityBox(size: number): void;
  90737. /**
  90738. * Gets whether the SPS as always visible or not
  90739. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90740. */
  90741. /**
  90742. * Sets the SPS as always visible or not
  90743. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90744. */
  90745. isAlwaysVisible: boolean;
  90746. /**
  90747. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  90748. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90749. */
  90750. /**
  90751. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  90752. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90753. */
  90754. isVisibilityBoxLocked: boolean;
  90755. /**
  90756. * Tells to `setParticles()` to compute the particle rotations or not.
  90757. * Default value : true. The SPS is faster when it's set to false.
  90758. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90759. */
  90760. /**
  90761. * Gets if `setParticles()` computes the particle rotations or not.
  90762. * Default value : true. The SPS is faster when it's set to false.
  90763. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90764. */
  90765. computeParticleRotation: boolean;
  90766. /**
  90767. * Tells to `setParticles()` to compute the particle colors or not.
  90768. * Default value : true. The SPS is faster when it's set to false.
  90769. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90770. */
  90771. /**
  90772. * Gets if `setParticles()` computes the particle colors or not.
  90773. * Default value : true. The SPS is faster when it's set to false.
  90774. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90775. */
  90776. computeParticleColor: boolean;
  90777. /**
  90778. * Gets if `setParticles()` computes the particle textures or not.
  90779. * Default value : true. The SPS is faster when it's set to false.
  90780. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  90781. */
  90782. computeParticleTexture: boolean;
  90783. /**
  90784. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  90785. * Default value : false. The SPS is faster when it's set to false.
  90786. * Note : the particle custom vertex positions aren't stored values.
  90787. */
  90788. /**
  90789. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  90790. * Default value : false. The SPS is faster when it's set to false.
  90791. * Note : the particle custom vertex positions aren't stored values.
  90792. */
  90793. computeParticleVertex: boolean;
  90794. /**
  90795. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  90796. */
  90797. /**
  90798. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  90799. */
  90800. computeBoundingBox: boolean;
  90801. /**
  90802. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  90803. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90804. * Default : `true`
  90805. */
  90806. /**
  90807. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  90808. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90809. * Default : `true`
  90810. */
  90811. depthSortParticles: boolean;
  90812. /**
  90813. * This function does nothing. It may be overwritten to set all the particle first values.
  90814. * The SPS doesn't call this function, you may have to call it by your own.
  90815. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90816. */
  90817. initParticles(): void;
  90818. /**
  90819. * This function does nothing. It may be overwritten to recycle a particle.
  90820. * The SPS doesn't call this function, you may have to call it by your own.
  90821. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90822. * @param particle The particle to recycle
  90823. * @returns the recycled particle
  90824. */
  90825. recycleParticle(particle: SolidParticle): SolidParticle;
  90826. /**
  90827. * Updates a particle : this function should be overwritten by the user.
  90828. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  90829. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90830. * @example : just set a particle position or velocity and recycle conditions
  90831. * @param particle The particle to update
  90832. * @returns the updated particle
  90833. */
  90834. updateParticle(particle: SolidParticle): SolidParticle;
  90835. /**
  90836. * Updates a vertex of a particle : it can be overwritten by the user.
  90837. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  90838. * @param particle the current particle
  90839. * @param vertex the current index of the current particle
  90840. * @param pt the index of the current vertex in the particle shape
  90841. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  90842. * @example : just set a vertex particle position
  90843. * @returns the updated vertex
  90844. */
  90845. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  90846. /**
  90847. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  90848. * This does nothing and may be overwritten by the user.
  90849. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90850. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90851. * @param update the boolean update value actually passed to setParticles()
  90852. */
  90853. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  90854. /**
  90855. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  90856. * This will be passed three parameters.
  90857. * This does nothing and may be overwritten by the user.
  90858. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90859. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90860. * @param update the boolean update value actually passed to setParticles()
  90861. */
  90862. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  90863. }
  90864. }
  90865. declare module BABYLON {
  90866. /**
  90867. * Represents one particle of a solid particle system.
  90868. */
  90869. export class SolidParticle {
  90870. /**
  90871. * particle global index
  90872. */
  90873. idx: number;
  90874. /**
  90875. * The color of the particle
  90876. */
  90877. color: Nullable<Color4>;
  90878. /**
  90879. * The world space position of the particle.
  90880. */
  90881. position: Vector3;
  90882. /**
  90883. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  90884. */
  90885. rotation: Vector3;
  90886. /**
  90887. * The world space rotation quaternion of the particle.
  90888. */
  90889. rotationQuaternion: Nullable<Quaternion>;
  90890. /**
  90891. * The scaling of the particle.
  90892. */
  90893. scaling: Vector3;
  90894. /**
  90895. * The uvs of the particle.
  90896. */
  90897. uvs: Vector4;
  90898. /**
  90899. * The current speed of the particle.
  90900. */
  90901. velocity: Vector3;
  90902. /**
  90903. * The pivot point in the particle local space.
  90904. */
  90905. pivot: Vector3;
  90906. /**
  90907. * Must the particle be translated from its pivot point in its local space ?
  90908. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  90909. * Default : false
  90910. */
  90911. translateFromPivot: boolean;
  90912. /**
  90913. * Is the particle active or not ?
  90914. */
  90915. alive: boolean;
  90916. /**
  90917. * Is the particle visible or not ?
  90918. */
  90919. isVisible: boolean;
  90920. /**
  90921. * Index of this particle in the global "positions" array (Internal use)
  90922. * @hidden
  90923. */
  90924. _pos: number;
  90925. /**
  90926. * @hidden Index of this particle in the global "indices" array (Internal use)
  90927. */
  90928. _ind: number;
  90929. /**
  90930. * @hidden ModelShape of this particle (Internal use)
  90931. */
  90932. _model: ModelShape;
  90933. /**
  90934. * ModelShape id of this particle
  90935. */
  90936. shapeId: number;
  90937. /**
  90938. * Index of the particle in its shape id
  90939. */
  90940. idxInShape: number;
  90941. /**
  90942. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  90943. */
  90944. _modelBoundingInfo: BoundingInfo;
  90945. /**
  90946. * @hidden Particle BoundingInfo object (Internal use)
  90947. */
  90948. _boundingInfo: BoundingInfo;
  90949. /**
  90950. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  90951. */
  90952. _sps: SolidParticleSystem;
  90953. /**
  90954. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  90955. */
  90956. _stillInvisible: boolean;
  90957. /**
  90958. * @hidden Last computed particle rotation matrix
  90959. */
  90960. _rotationMatrix: number[];
  90961. /**
  90962. * Parent particle Id, if any.
  90963. * Default null.
  90964. */
  90965. parentId: Nullable<number>;
  90966. /**
  90967. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  90968. * The possible values are :
  90969. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  90970. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90971. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  90972. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  90973. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90974. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  90975. * */
  90976. cullingStrategy: number;
  90977. /**
  90978. * @hidden Internal global position in the SPS.
  90979. */
  90980. _globalPosition: Vector3;
  90981. /**
  90982. * Creates a Solid Particle object.
  90983. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  90984. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  90985. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  90986. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  90987. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  90988. * @param shapeId (integer) is the model shape identifier in the SPS.
  90989. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  90990. * @param sps defines the sps it is associated to
  90991. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  90992. */
  90993. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  90994. /**
  90995. * Legacy support, changed scale to scaling
  90996. */
  90997. /**
  90998. * Legacy support, changed scale to scaling
  90999. */
  91000. scale: Vector3;
  91001. /**
  91002. * Legacy support, changed quaternion to rotationQuaternion
  91003. */
  91004. /**
  91005. * Legacy support, changed quaternion to rotationQuaternion
  91006. */
  91007. quaternion: Nullable<Quaternion>;
  91008. /**
  91009. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  91010. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  91011. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  91012. * @returns true if it intersects
  91013. */
  91014. intersectsMesh(target: Mesh | SolidParticle): boolean;
  91015. /**
  91016. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  91017. * A particle is in the frustum if its bounding box intersects the frustum
  91018. * @param frustumPlanes defines the frustum to test
  91019. * @returns true if the particle is in the frustum planes
  91020. */
  91021. isInFrustum(frustumPlanes: Plane[]): boolean;
  91022. /**
  91023. * get the rotation matrix of the particle
  91024. * @hidden
  91025. */
  91026. getRotationMatrix(m: Matrix): void;
  91027. }
  91028. /**
  91029. * Represents the shape of the model used by one particle of a solid particle system.
  91030. * SPS internal tool, don't use it manually.
  91031. */
  91032. export class ModelShape {
  91033. /**
  91034. * The shape id
  91035. * @hidden
  91036. */
  91037. shapeID: number;
  91038. /**
  91039. * flat array of model positions (internal use)
  91040. * @hidden
  91041. */
  91042. _shape: Vector3[];
  91043. /**
  91044. * flat array of model UVs (internal use)
  91045. * @hidden
  91046. */
  91047. _shapeUV: number[];
  91048. /**
  91049. * length of the shape in the model indices array (internal use)
  91050. * @hidden
  91051. */
  91052. _indicesLength: number;
  91053. /**
  91054. * Custom position function (internal use)
  91055. * @hidden
  91056. */
  91057. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  91058. /**
  91059. * Custom vertex function (internal use)
  91060. * @hidden
  91061. */
  91062. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  91063. /**
  91064. * 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.
  91065. * SPS internal tool, don't use it manually.
  91066. * @hidden
  91067. */
  91068. 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>);
  91069. }
  91070. /**
  91071. * Represents a Depth Sorted Particle in the solid particle system.
  91072. */
  91073. export class DepthSortedParticle {
  91074. /**
  91075. * Index of the particle in the "indices" array
  91076. */
  91077. ind: number;
  91078. /**
  91079. * Length of the particle shape in the "indices" array
  91080. */
  91081. indicesLength: number;
  91082. /**
  91083. * Squared distance from the particle to the camera
  91084. */
  91085. sqDistance: number;
  91086. }
  91087. }
  91088. declare module BABYLON {
  91089. /**
  91090. * @hidden
  91091. */
  91092. export class _MeshCollisionData {
  91093. _checkCollisions: boolean;
  91094. _collisionMask: number;
  91095. _collisionGroup: number;
  91096. _collider: Nullable<Collider>;
  91097. _oldPositionForCollisions: Vector3;
  91098. _diffPositionForCollisions: Vector3;
  91099. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  91100. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  91101. }
  91102. }
  91103. declare module BABYLON {
  91104. /** @hidden */
  91105. class _FacetDataStorage {
  91106. facetPositions: Vector3[];
  91107. facetNormals: Vector3[];
  91108. facetPartitioning: number[][];
  91109. facetNb: number;
  91110. partitioningSubdivisions: number;
  91111. partitioningBBoxRatio: number;
  91112. facetDataEnabled: boolean;
  91113. facetParameters: any;
  91114. bbSize: Vector3;
  91115. subDiv: {
  91116. max: number;
  91117. X: number;
  91118. Y: number;
  91119. Z: number;
  91120. };
  91121. facetDepthSort: boolean;
  91122. facetDepthSortEnabled: boolean;
  91123. depthSortedIndices: IndicesArray;
  91124. depthSortedFacets: {
  91125. ind: number;
  91126. sqDistance: number;
  91127. }[];
  91128. facetDepthSortFunction: (f1: {
  91129. ind: number;
  91130. sqDistance: number;
  91131. }, f2: {
  91132. ind: number;
  91133. sqDistance: number;
  91134. }) => number;
  91135. facetDepthSortFrom: Vector3;
  91136. facetDepthSortOrigin: Vector3;
  91137. invertedMatrix: Matrix;
  91138. }
  91139. /**
  91140. * @hidden
  91141. **/
  91142. class _InternalAbstractMeshDataInfo {
  91143. _hasVertexAlpha: boolean;
  91144. _useVertexColors: boolean;
  91145. _numBoneInfluencers: number;
  91146. _applyFog: boolean;
  91147. _receiveShadows: boolean;
  91148. _facetData: _FacetDataStorage;
  91149. _visibility: number;
  91150. _skeleton: Nullable<Skeleton>;
  91151. _layerMask: number;
  91152. _computeBonesUsingShaders: boolean;
  91153. _isActive: boolean;
  91154. _onlyForInstances: boolean;
  91155. _isActiveIntermediate: boolean;
  91156. _onlyForInstancesIntermediate: boolean;
  91157. }
  91158. /**
  91159. * Class used to store all common mesh properties
  91160. */
  91161. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  91162. /** No occlusion */
  91163. static OCCLUSION_TYPE_NONE: number;
  91164. /** Occlusion set to optimisitic */
  91165. static OCCLUSION_TYPE_OPTIMISTIC: number;
  91166. /** Occlusion set to strict */
  91167. static OCCLUSION_TYPE_STRICT: number;
  91168. /** Use an accurante occlusion algorithm */
  91169. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  91170. /** Use a conservative occlusion algorithm */
  91171. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  91172. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  91173. * Test order :
  91174. * Is the bounding sphere outside the frustum ?
  91175. * If not, are the bounding box vertices outside the frustum ?
  91176. * It not, then the cullable object is in the frustum.
  91177. */
  91178. static readonly CULLINGSTRATEGY_STANDARD: number;
  91179. /** Culling strategy : Bounding Sphere Only.
  91180. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  91181. * It's also less accurate than the standard because some not visible objects can still be selected.
  91182. * Test : is the bounding sphere outside the frustum ?
  91183. * If not, then the cullable object is in the frustum.
  91184. */
  91185. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  91186. /** Culling strategy : Optimistic Inclusion.
  91187. * This in an inclusion test first, then the standard exclusion test.
  91188. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  91189. * 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.
  91190. * Anyway, it's as accurate as the standard strategy.
  91191. * Test :
  91192. * Is the cullable object bounding sphere center in the frustum ?
  91193. * If not, apply the default culling strategy.
  91194. */
  91195. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  91196. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  91197. * This in an inclusion test first, then the bounding sphere only exclusion test.
  91198. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  91199. * 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.
  91200. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  91201. * Test :
  91202. * Is the cullable object bounding sphere center in the frustum ?
  91203. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  91204. */
  91205. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  91206. /**
  91207. * No billboard
  91208. */
  91209. static readonly BILLBOARDMODE_NONE: number;
  91210. /** Billboard on X axis */
  91211. static readonly BILLBOARDMODE_X: number;
  91212. /** Billboard on Y axis */
  91213. static readonly BILLBOARDMODE_Y: number;
  91214. /** Billboard on Z axis */
  91215. static readonly BILLBOARDMODE_Z: number;
  91216. /** Billboard on all axes */
  91217. static readonly BILLBOARDMODE_ALL: number;
  91218. /** Billboard on using position instead of orientation */
  91219. static readonly BILLBOARDMODE_USE_POSITION: number;
  91220. /** @hidden */
  91221. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  91222. /**
  91223. * The culling strategy to use to check whether the mesh must be rendered or not.
  91224. * This value can be changed at any time and will be used on the next render mesh selection.
  91225. * The possible values are :
  91226. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  91227. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  91228. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  91229. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  91230. * Please read each static variable documentation to get details about the culling process.
  91231. * */
  91232. cullingStrategy: number;
  91233. /**
  91234. * Gets the number of facets in the mesh
  91235. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  91236. */
  91237. readonly facetNb: number;
  91238. /**
  91239. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  91240. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  91241. */
  91242. partitioningSubdivisions: number;
  91243. /**
  91244. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  91245. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  91246. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  91247. */
  91248. partitioningBBoxRatio: number;
  91249. /**
  91250. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  91251. * Works only for updatable meshes.
  91252. * Doesn't work with multi-materials
  91253. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  91254. */
  91255. mustDepthSortFacets: boolean;
  91256. /**
  91257. * The location (Vector3) where the facet depth sort must be computed from.
  91258. * By default, the active camera position.
  91259. * Used only when facet depth sort is enabled
  91260. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  91261. */
  91262. facetDepthSortFrom: Vector3;
  91263. /**
  91264. * gets a boolean indicating if facetData is enabled
  91265. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  91266. */
  91267. readonly isFacetDataEnabled: boolean;
  91268. /** @hidden */
  91269. _updateNonUniformScalingState(value: boolean): boolean;
  91270. /**
  91271. * An event triggered when this mesh collides with another one
  91272. */
  91273. onCollideObservable: Observable<AbstractMesh>;
  91274. /** Set a function to call when this mesh collides with another one */
  91275. onCollide: () => void;
  91276. /**
  91277. * An event triggered when the collision's position changes
  91278. */
  91279. onCollisionPositionChangeObservable: Observable<Vector3>;
  91280. /** Set a function to call when the collision's position changes */
  91281. onCollisionPositionChange: () => void;
  91282. /**
  91283. * An event triggered when material is changed
  91284. */
  91285. onMaterialChangedObservable: Observable<AbstractMesh>;
  91286. /**
  91287. * Gets or sets the orientation for POV movement & rotation
  91288. */
  91289. definedFacingForward: boolean;
  91290. /** @hidden */
  91291. _occlusionQuery: Nullable<WebGLQuery>;
  91292. /** @hidden */
  91293. _renderingGroup: Nullable<RenderingGroup>;
  91294. /**
  91295. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  91296. */
  91297. /**
  91298. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  91299. */
  91300. visibility: number;
  91301. /** Gets or sets the alpha index used to sort transparent meshes
  91302. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  91303. */
  91304. alphaIndex: number;
  91305. /**
  91306. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  91307. */
  91308. isVisible: boolean;
  91309. /**
  91310. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  91311. */
  91312. isPickable: boolean;
  91313. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  91314. showSubMeshesBoundingBox: boolean;
  91315. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  91316. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  91317. */
  91318. isBlocker: boolean;
  91319. /**
  91320. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  91321. */
  91322. enablePointerMoveEvents: boolean;
  91323. /**
  91324. * Specifies the rendering group id for this mesh (0 by default)
  91325. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  91326. */
  91327. renderingGroupId: number;
  91328. private _material;
  91329. /** Gets or sets current material */
  91330. material: Nullable<Material>;
  91331. /**
  91332. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  91333. * @see http://doc.babylonjs.com/babylon101/shadows
  91334. */
  91335. receiveShadows: boolean;
  91336. /** Defines color to use when rendering outline */
  91337. outlineColor: Color3;
  91338. /** Define width to use when rendering outline */
  91339. outlineWidth: number;
  91340. /** Defines color to use when rendering overlay */
  91341. overlayColor: Color3;
  91342. /** Defines alpha to use when rendering overlay */
  91343. overlayAlpha: number;
  91344. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  91345. hasVertexAlpha: boolean;
  91346. /** 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) */
  91347. useVertexColors: boolean;
  91348. /**
  91349. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  91350. */
  91351. computeBonesUsingShaders: boolean;
  91352. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  91353. numBoneInfluencers: number;
  91354. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  91355. applyFog: boolean;
  91356. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  91357. useOctreeForRenderingSelection: boolean;
  91358. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  91359. useOctreeForPicking: boolean;
  91360. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  91361. useOctreeForCollisions: boolean;
  91362. /**
  91363. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  91364. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  91365. */
  91366. layerMask: number;
  91367. /**
  91368. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  91369. */
  91370. alwaysSelectAsActiveMesh: boolean;
  91371. /**
  91372. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  91373. */
  91374. doNotSyncBoundingInfo: boolean;
  91375. /**
  91376. * Gets or sets the current action manager
  91377. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  91378. */
  91379. actionManager: Nullable<AbstractActionManager>;
  91380. private _meshCollisionData;
  91381. /**
  91382. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  91383. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91384. */
  91385. ellipsoid: Vector3;
  91386. /**
  91387. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  91388. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91389. */
  91390. ellipsoidOffset: Vector3;
  91391. /**
  91392. * Gets or sets a collision mask used to mask collisions (default is -1).
  91393. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  91394. */
  91395. collisionMask: number;
  91396. /**
  91397. * Gets or sets the current collision group mask (-1 by default).
  91398. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  91399. */
  91400. collisionGroup: number;
  91401. /**
  91402. * Defines edge width used when edgesRenderer is enabled
  91403. * @see https://www.babylonjs-playground.com/#10OJSG#13
  91404. */
  91405. edgesWidth: number;
  91406. /**
  91407. * Defines edge color used when edgesRenderer is enabled
  91408. * @see https://www.babylonjs-playground.com/#10OJSG#13
  91409. */
  91410. edgesColor: Color4;
  91411. /** @hidden */
  91412. _edgesRenderer: Nullable<IEdgesRenderer>;
  91413. /** @hidden */
  91414. _masterMesh: Nullable<AbstractMesh>;
  91415. /** @hidden */
  91416. _boundingInfo: Nullable<BoundingInfo>;
  91417. /** @hidden */
  91418. _renderId: number;
  91419. /**
  91420. * Gets or sets the list of subMeshes
  91421. * @see http://doc.babylonjs.com/how_to/multi_materials
  91422. */
  91423. subMeshes: SubMesh[];
  91424. /** @hidden */
  91425. _intersectionsInProgress: AbstractMesh[];
  91426. /** @hidden */
  91427. _unIndexed: boolean;
  91428. /** @hidden */
  91429. _lightSources: Light[];
  91430. /** Gets the list of lights affecting that mesh */
  91431. readonly lightSources: Light[];
  91432. /** @hidden */
  91433. readonly _positions: Nullable<Vector3[]>;
  91434. /** @hidden */
  91435. _waitingData: {
  91436. lods: Nullable<any>;
  91437. actions: Nullable<any>;
  91438. freezeWorldMatrix: Nullable<boolean>;
  91439. };
  91440. /** @hidden */
  91441. _bonesTransformMatrices: Nullable<Float32Array>;
  91442. /** @hidden */
  91443. _transformMatrixTexture: Nullable<RawTexture>;
  91444. /**
  91445. * Gets or sets a skeleton to apply skining transformations
  91446. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91447. */
  91448. skeleton: Nullable<Skeleton>;
  91449. /**
  91450. * An event triggered when the mesh is rebuilt.
  91451. */
  91452. onRebuildObservable: Observable<AbstractMesh>;
  91453. /**
  91454. * Creates a new AbstractMesh
  91455. * @param name defines the name of the mesh
  91456. * @param scene defines the hosting scene
  91457. */
  91458. constructor(name: string, scene?: Nullable<Scene>);
  91459. /**
  91460. * Returns the string "AbstractMesh"
  91461. * @returns "AbstractMesh"
  91462. */
  91463. getClassName(): string;
  91464. /**
  91465. * Gets a string representation of the current mesh
  91466. * @param fullDetails defines a boolean indicating if full details must be included
  91467. * @returns a string representation of the current mesh
  91468. */
  91469. toString(fullDetails?: boolean): string;
  91470. /**
  91471. * @hidden
  91472. */
  91473. protected _getEffectiveParent(): Nullable<Node>;
  91474. /** @hidden */
  91475. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  91476. /** @hidden */
  91477. _rebuild(): void;
  91478. /** @hidden */
  91479. _resyncLightSources(): void;
  91480. /** @hidden */
  91481. _resyncLighSource(light: Light): void;
  91482. /** @hidden */
  91483. _unBindEffect(): void;
  91484. /** @hidden */
  91485. _removeLightSource(light: Light, dispose: boolean): void;
  91486. private _markSubMeshesAsDirty;
  91487. /** @hidden */
  91488. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  91489. /** @hidden */
  91490. _markSubMeshesAsAttributesDirty(): void;
  91491. /** @hidden */
  91492. _markSubMeshesAsMiscDirty(): void;
  91493. /**
  91494. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  91495. */
  91496. scaling: Vector3;
  91497. /**
  91498. * Returns true if the mesh is blocked. Implemented by child classes
  91499. */
  91500. readonly isBlocked: boolean;
  91501. /**
  91502. * Returns the mesh itself by default. Implemented by child classes
  91503. * @param camera defines the camera to use to pick the right LOD level
  91504. * @returns the currentAbstractMesh
  91505. */
  91506. getLOD(camera: Camera): Nullable<AbstractMesh>;
  91507. /**
  91508. * Returns 0 by default. Implemented by child classes
  91509. * @returns an integer
  91510. */
  91511. getTotalVertices(): number;
  91512. /**
  91513. * Returns a positive integer : the total number of indices in this mesh geometry.
  91514. * @returns the numner of indices or zero if the mesh has no geometry.
  91515. */
  91516. getTotalIndices(): number;
  91517. /**
  91518. * Returns null by default. Implemented by child classes
  91519. * @returns null
  91520. */
  91521. getIndices(): Nullable<IndicesArray>;
  91522. /**
  91523. * Returns the array of the requested vertex data kind. Implemented by child classes
  91524. * @param kind defines the vertex data kind to use
  91525. * @returns null
  91526. */
  91527. getVerticesData(kind: string): Nullable<FloatArray>;
  91528. /**
  91529. * Sets the vertex data of the mesh geometry for the requested `kind`.
  91530. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  91531. * Note that a new underlying VertexBuffer object is created each call.
  91532. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  91533. * @param kind defines vertex data kind:
  91534. * * VertexBuffer.PositionKind
  91535. * * VertexBuffer.UVKind
  91536. * * VertexBuffer.UV2Kind
  91537. * * VertexBuffer.UV3Kind
  91538. * * VertexBuffer.UV4Kind
  91539. * * VertexBuffer.UV5Kind
  91540. * * VertexBuffer.UV6Kind
  91541. * * VertexBuffer.ColorKind
  91542. * * VertexBuffer.MatricesIndicesKind
  91543. * * VertexBuffer.MatricesIndicesExtraKind
  91544. * * VertexBuffer.MatricesWeightsKind
  91545. * * VertexBuffer.MatricesWeightsExtraKind
  91546. * @param data defines the data source
  91547. * @param updatable defines if the data must be flagged as updatable (or static)
  91548. * @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
  91549. * @returns the current mesh
  91550. */
  91551. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  91552. /**
  91553. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  91554. * If the mesh has no geometry, it is simply returned as it is.
  91555. * @param kind defines vertex data kind:
  91556. * * VertexBuffer.PositionKind
  91557. * * VertexBuffer.UVKind
  91558. * * VertexBuffer.UV2Kind
  91559. * * VertexBuffer.UV3Kind
  91560. * * VertexBuffer.UV4Kind
  91561. * * VertexBuffer.UV5Kind
  91562. * * VertexBuffer.UV6Kind
  91563. * * VertexBuffer.ColorKind
  91564. * * VertexBuffer.MatricesIndicesKind
  91565. * * VertexBuffer.MatricesIndicesExtraKind
  91566. * * VertexBuffer.MatricesWeightsKind
  91567. * * VertexBuffer.MatricesWeightsExtraKind
  91568. * @param data defines the data source
  91569. * @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
  91570. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  91571. * @returns the current mesh
  91572. */
  91573. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  91574. /**
  91575. * Sets the mesh indices,
  91576. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  91577. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  91578. * @param totalVertices Defines the total number of vertices
  91579. * @returns the current mesh
  91580. */
  91581. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  91582. /**
  91583. * Gets a boolean indicating if specific vertex data is present
  91584. * @param kind defines the vertex data kind to use
  91585. * @returns true is data kind is present
  91586. */
  91587. isVerticesDataPresent(kind: string): boolean;
  91588. /**
  91589. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  91590. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  91591. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  91592. * @returns a BoundingInfo
  91593. */
  91594. getBoundingInfo(): BoundingInfo;
  91595. /**
  91596. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  91597. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  91598. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  91599. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  91600. * @returns the current mesh
  91601. */
  91602. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  91603. /**
  91604. * Overwrite the current bounding info
  91605. * @param boundingInfo defines the new bounding info
  91606. * @returns the current mesh
  91607. */
  91608. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  91609. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  91610. readonly useBones: boolean;
  91611. /** @hidden */
  91612. _preActivate(): void;
  91613. /** @hidden */
  91614. _preActivateForIntermediateRendering(renderId: number): void;
  91615. /** @hidden */
  91616. _activate(renderId: number, intermediateRendering: boolean): boolean;
  91617. /** @hidden */
  91618. _postActivate(): void;
  91619. /** @hidden */
  91620. _freeze(): void;
  91621. /** @hidden */
  91622. _unFreeze(): void;
  91623. /**
  91624. * Gets the current world matrix
  91625. * @returns a Matrix
  91626. */
  91627. getWorldMatrix(): Matrix;
  91628. /** @hidden */
  91629. _getWorldMatrixDeterminant(): number;
  91630. /**
  91631. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  91632. */
  91633. readonly isAnInstance: boolean;
  91634. /**
  91635. * Gets a boolean indicating if this mesh has instances
  91636. */
  91637. readonly hasInstances: boolean;
  91638. /**
  91639. * Perform relative position change from the point of view of behind the front of the mesh.
  91640. * This is performed taking into account the meshes current rotation, so you do not have to care.
  91641. * Supports definition of mesh facing forward or backward
  91642. * @param amountRight defines the distance on the right axis
  91643. * @param amountUp defines the distance on the up axis
  91644. * @param amountForward defines the distance on the forward axis
  91645. * @returns the current mesh
  91646. */
  91647. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  91648. /**
  91649. * Calculate relative position change from the point of view of behind the front of the mesh.
  91650. * This is performed taking into account the meshes current rotation, so you do not have to care.
  91651. * Supports definition of mesh facing forward or backward
  91652. * @param amountRight defines the distance on the right axis
  91653. * @param amountUp defines the distance on the up axis
  91654. * @param amountForward defines the distance on the forward axis
  91655. * @returns the new displacement vector
  91656. */
  91657. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  91658. /**
  91659. * Perform relative rotation change from the point of view of behind the front of the mesh.
  91660. * Supports definition of mesh facing forward or backward
  91661. * @param flipBack defines the flip
  91662. * @param twirlClockwise defines the twirl
  91663. * @param tiltRight defines the tilt
  91664. * @returns the current mesh
  91665. */
  91666. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  91667. /**
  91668. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  91669. * Supports definition of mesh facing forward or backward.
  91670. * @param flipBack defines the flip
  91671. * @param twirlClockwise defines the twirl
  91672. * @param tiltRight defines the tilt
  91673. * @returns the new rotation vector
  91674. */
  91675. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  91676. /**
  91677. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  91678. * This means the mesh underlying bounding box and sphere are recomputed.
  91679. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  91680. * @returns the current mesh
  91681. */
  91682. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  91683. /** @hidden */
  91684. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  91685. /** @hidden */
  91686. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  91687. /** @hidden */
  91688. _updateBoundingInfo(): AbstractMesh;
  91689. /** @hidden */
  91690. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  91691. /** @hidden */
  91692. protected _afterComputeWorldMatrix(): void;
  91693. /** @hidden */
  91694. readonly _effectiveMesh: AbstractMesh;
  91695. /**
  91696. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  91697. * A mesh is in the frustum if its bounding box intersects the frustum
  91698. * @param frustumPlanes defines the frustum to test
  91699. * @returns true if the mesh is in the frustum planes
  91700. */
  91701. isInFrustum(frustumPlanes: Plane[]): boolean;
  91702. /**
  91703. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  91704. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  91705. * @param frustumPlanes defines the frustum to test
  91706. * @returns true if the mesh is completely in the frustum planes
  91707. */
  91708. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  91709. /**
  91710. * True if the mesh intersects another mesh or a SolidParticle object
  91711. * @param mesh defines a target mesh or SolidParticle to test
  91712. * @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)
  91713. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  91714. * @returns true if there is an intersection
  91715. */
  91716. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  91717. /**
  91718. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  91719. * @param point defines the point to test
  91720. * @returns true if there is an intersection
  91721. */
  91722. intersectsPoint(point: Vector3): boolean;
  91723. /**
  91724. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  91725. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91726. */
  91727. checkCollisions: boolean;
  91728. /**
  91729. * Gets Collider object used to compute collisions (not physics)
  91730. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91731. */
  91732. readonly collider: Nullable<Collider>;
  91733. /**
  91734. * Move the mesh using collision engine
  91735. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91736. * @param displacement defines the requested displacement vector
  91737. * @returns the current mesh
  91738. */
  91739. moveWithCollisions(displacement: Vector3): AbstractMesh;
  91740. private _onCollisionPositionChange;
  91741. /** @hidden */
  91742. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  91743. /** @hidden */
  91744. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  91745. /** @hidden */
  91746. _checkCollision(collider: Collider): AbstractMesh;
  91747. /** @hidden */
  91748. _generatePointsArray(): boolean;
  91749. /**
  91750. * Checks if the passed Ray intersects with the mesh
  91751. * @param ray defines the ray to use
  91752. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  91753. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  91754. * @returns the picking info
  91755. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  91756. */
  91757. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  91758. /**
  91759. * Clones the current mesh
  91760. * @param name defines the mesh name
  91761. * @param newParent defines the new mesh parent
  91762. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  91763. * @returns the new mesh
  91764. */
  91765. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  91766. /**
  91767. * Disposes all the submeshes of the current meshnp
  91768. * @returns the current mesh
  91769. */
  91770. releaseSubMeshes(): AbstractMesh;
  91771. /**
  91772. * Releases resources associated with this abstract mesh.
  91773. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91774. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91775. */
  91776. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91777. /**
  91778. * Adds the passed mesh as a child to the current mesh
  91779. * @param mesh defines the child mesh
  91780. * @returns the current mesh
  91781. */
  91782. addChild(mesh: AbstractMesh): AbstractMesh;
  91783. /**
  91784. * Removes the passed mesh from the current mesh children list
  91785. * @param mesh defines the child mesh
  91786. * @returns the current mesh
  91787. */
  91788. removeChild(mesh: AbstractMesh): AbstractMesh;
  91789. /** @hidden */
  91790. private _initFacetData;
  91791. /**
  91792. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  91793. * This method can be called within the render loop.
  91794. * 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
  91795. * @returns the current mesh
  91796. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91797. */
  91798. updateFacetData(): AbstractMesh;
  91799. /**
  91800. * Returns the facetLocalNormals array.
  91801. * The normals are expressed in the mesh local spac
  91802. * @returns an array of Vector3
  91803. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91804. */
  91805. getFacetLocalNormals(): Vector3[];
  91806. /**
  91807. * Returns the facetLocalPositions array.
  91808. * The facet positions are expressed in the mesh local space
  91809. * @returns an array of Vector3
  91810. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91811. */
  91812. getFacetLocalPositions(): Vector3[];
  91813. /**
  91814. * Returns the facetLocalPartioning array
  91815. * @returns an array of array of numbers
  91816. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91817. */
  91818. getFacetLocalPartitioning(): number[][];
  91819. /**
  91820. * Returns the i-th facet position in the world system.
  91821. * This method allocates a new Vector3 per call
  91822. * @param i defines the facet index
  91823. * @returns a new Vector3
  91824. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91825. */
  91826. getFacetPosition(i: number): Vector3;
  91827. /**
  91828. * Sets the reference Vector3 with the i-th facet position in the world system
  91829. * @param i defines the facet index
  91830. * @param ref defines the target vector
  91831. * @returns the current mesh
  91832. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91833. */
  91834. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  91835. /**
  91836. * Returns the i-th facet normal in the world system.
  91837. * This method allocates a new Vector3 per call
  91838. * @param i defines the facet index
  91839. * @returns a new Vector3
  91840. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91841. */
  91842. getFacetNormal(i: number): Vector3;
  91843. /**
  91844. * Sets the reference Vector3 with the i-th facet normal in the world system
  91845. * @param i defines the facet index
  91846. * @param ref defines the target vector
  91847. * @returns the current mesh
  91848. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91849. */
  91850. getFacetNormalToRef(i: number, ref: Vector3): this;
  91851. /**
  91852. * 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)
  91853. * @param x defines x coordinate
  91854. * @param y defines y coordinate
  91855. * @param z defines z coordinate
  91856. * @returns the array of facet indexes
  91857. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91858. */
  91859. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  91860. /**
  91861. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  91862. * @param projected sets as the (x,y,z) world projection on the facet
  91863. * @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
  91864. * @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
  91865. * @param x defines x coordinate
  91866. * @param y defines y coordinate
  91867. * @param z defines z coordinate
  91868. * @returns the face index if found (or null instead)
  91869. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91870. */
  91871. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  91872. /**
  91873. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  91874. * @param projected sets as the (x,y,z) local projection on the facet
  91875. * @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
  91876. * @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
  91877. * @param x defines x coordinate
  91878. * @param y defines y coordinate
  91879. * @param z defines z coordinate
  91880. * @returns the face index if found (or null instead)
  91881. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91882. */
  91883. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  91884. /**
  91885. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  91886. * @returns the parameters
  91887. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91888. */
  91889. getFacetDataParameters(): any;
  91890. /**
  91891. * Disables the feature FacetData and frees the related memory
  91892. * @returns the current mesh
  91893. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91894. */
  91895. disableFacetData(): AbstractMesh;
  91896. /**
  91897. * Updates the AbstractMesh indices array
  91898. * @param indices defines the data source
  91899. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  91900. * @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)
  91901. * @returns the current mesh
  91902. */
  91903. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  91904. /**
  91905. * Creates new normals data for the mesh
  91906. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  91907. * @returns the current mesh
  91908. */
  91909. createNormals(updatable: boolean): AbstractMesh;
  91910. /**
  91911. * Align the mesh with a normal
  91912. * @param normal defines the normal to use
  91913. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  91914. * @returns the current mesh
  91915. */
  91916. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  91917. /** @hidden */
  91918. _checkOcclusionQuery(): boolean;
  91919. /**
  91920. * Disables the mesh edge rendering mode
  91921. * @returns the currentAbstractMesh
  91922. */
  91923. disableEdgesRendering(): AbstractMesh;
  91924. /**
  91925. * Enables the edge rendering mode on the mesh.
  91926. * This mode makes the mesh edges visible
  91927. * @param epsilon defines the maximal distance between two angles to detect a face
  91928. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  91929. * @returns the currentAbstractMesh
  91930. * @see https://www.babylonjs-playground.com/#19O9TU#0
  91931. */
  91932. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  91933. }
  91934. }
  91935. declare module BABYLON {
  91936. /**
  91937. * Interface used to define ActionEvent
  91938. */
  91939. export interface IActionEvent {
  91940. /** The mesh or sprite that triggered the action */
  91941. source: any;
  91942. /** The X mouse cursor position at the time of the event */
  91943. pointerX: number;
  91944. /** The Y mouse cursor position at the time of the event */
  91945. pointerY: number;
  91946. /** The mesh that is currently pointed at (can be null) */
  91947. meshUnderPointer: Nullable<AbstractMesh>;
  91948. /** the original (browser) event that triggered the ActionEvent */
  91949. sourceEvent?: any;
  91950. /** additional data for the event */
  91951. additionalData?: any;
  91952. }
  91953. /**
  91954. * ActionEvent is the event being sent when an action is triggered.
  91955. */
  91956. export class ActionEvent implements IActionEvent {
  91957. /** The mesh or sprite that triggered the action */
  91958. source: any;
  91959. /** The X mouse cursor position at the time of the event */
  91960. pointerX: number;
  91961. /** The Y mouse cursor position at the time of the event */
  91962. pointerY: number;
  91963. /** The mesh that is currently pointed at (can be null) */
  91964. meshUnderPointer: Nullable<AbstractMesh>;
  91965. /** the original (browser) event that triggered the ActionEvent */
  91966. sourceEvent?: any;
  91967. /** additional data for the event */
  91968. additionalData?: any;
  91969. /**
  91970. * Creates a new ActionEvent
  91971. * @param source The mesh or sprite that triggered the action
  91972. * @param pointerX The X mouse cursor position at the time of the event
  91973. * @param pointerY The Y mouse cursor position at the time of the event
  91974. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  91975. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  91976. * @param additionalData additional data for the event
  91977. */
  91978. constructor(
  91979. /** The mesh or sprite that triggered the action */
  91980. source: any,
  91981. /** The X mouse cursor position at the time of the event */
  91982. pointerX: number,
  91983. /** The Y mouse cursor position at the time of the event */
  91984. pointerY: number,
  91985. /** The mesh that is currently pointed at (can be null) */
  91986. meshUnderPointer: Nullable<AbstractMesh>,
  91987. /** the original (browser) event that triggered the ActionEvent */
  91988. sourceEvent?: any,
  91989. /** additional data for the event */
  91990. additionalData?: any);
  91991. /**
  91992. * Helper function to auto-create an ActionEvent from a source mesh.
  91993. * @param source The source mesh that triggered the event
  91994. * @param evt The original (browser) event
  91995. * @param additionalData additional data for the event
  91996. * @returns the new ActionEvent
  91997. */
  91998. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  91999. /**
  92000. * Helper function to auto-create an ActionEvent from a source sprite
  92001. * @param source The source sprite that triggered the event
  92002. * @param scene Scene associated with the sprite
  92003. * @param evt The original (browser) event
  92004. * @param additionalData additional data for the event
  92005. * @returns the new ActionEvent
  92006. */
  92007. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  92008. /**
  92009. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  92010. * @param scene the scene where the event occurred
  92011. * @param evt The original (browser) event
  92012. * @returns the new ActionEvent
  92013. */
  92014. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  92015. /**
  92016. * Helper function to auto-create an ActionEvent from a primitive
  92017. * @param prim defines the target primitive
  92018. * @param pointerPos defines the pointer position
  92019. * @param evt The original (browser) event
  92020. * @param additionalData additional data for the event
  92021. * @returns the new ActionEvent
  92022. */
  92023. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  92024. }
  92025. }
  92026. declare module BABYLON {
  92027. /**
  92028. * Abstract class used to decouple action Manager from scene and meshes.
  92029. * Do not instantiate.
  92030. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  92031. */
  92032. export abstract class AbstractActionManager implements IDisposable {
  92033. /** Gets the list of active triggers */
  92034. static Triggers: {
  92035. [key: string]: number;
  92036. };
  92037. /** Gets the cursor to use when hovering items */
  92038. hoverCursor: string;
  92039. /** Gets the list of actions */
  92040. actions: IAction[];
  92041. /**
  92042. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  92043. */
  92044. isRecursive: boolean;
  92045. /**
  92046. * Releases all associated resources
  92047. */
  92048. abstract dispose(): void;
  92049. /**
  92050. * Does this action manager has pointer triggers
  92051. */
  92052. abstract readonly hasPointerTriggers: boolean;
  92053. /**
  92054. * Does this action manager has pick triggers
  92055. */
  92056. abstract readonly hasPickTriggers: boolean;
  92057. /**
  92058. * Process a specific trigger
  92059. * @param trigger defines the trigger to process
  92060. * @param evt defines the event details to be processed
  92061. */
  92062. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  92063. /**
  92064. * Does this action manager handles actions of any of the given triggers
  92065. * @param triggers defines the triggers to be tested
  92066. * @return a boolean indicating whether one (or more) of the triggers is handled
  92067. */
  92068. abstract hasSpecificTriggers(triggers: number[]): boolean;
  92069. /**
  92070. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  92071. * speed.
  92072. * @param triggerA defines the trigger to be tested
  92073. * @param triggerB defines the trigger to be tested
  92074. * @return a boolean indicating whether one (or more) of the triggers is handled
  92075. */
  92076. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  92077. /**
  92078. * Does this action manager handles actions of a given trigger
  92079. * @param trigger defines the trigger to be tested
  92080. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  92081. * @return whether the trigger is handled
  92082. */
  92083. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  92084. /**
  92085. * Serialize this manager to a JSON object
  92086. * @param name defines the property name to store this manager
  92087. * @returns a JSON representation of this manager
  92088. */
  92089. abstract serialize(name: string): any;
  92090. /**
  92091. * Registers an action to this action manager
  92092. * @param action defines the action to be registered
  92093. * @return the action amended (prepared) after registration
  92094. */
  92095. abstract registerAction(action: IAction): Nullable<IAction>;
  92096. /**
  92097. * Unregisters an action to this action manager
  92098. * @param action defines the action to be unregistered
  92099. * @return a boolean indicating whether the action has been unregistered
  92100. */
  92101. abstract unregisterAction(action: IAction): Boolean;
  92102. /**
  92103. * Does exist one action manager with at least one trigger
  92104. **/
  92105. static readonly HasTriggers: boolean;
  92106. /**
  92107. * Does exist one action manager with at least one pick trigger
  92108. **/
  92109. static readonly HasPickTriggers: boolean;
  92110. /**
  92111. * Does exist one action manager that handles actions of a given trigger
  92112. * @param trigger defines the trigger to be tested
  92113. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  92114. **/
  92115. static HasSpecificTrigger(trigger: number): boolean;
  92116. }
  92117. }
  92118. declare module BABYLON {
  92119. /**
  92120. * Defines how a node can be built from a string name.
  92121. */
  92122. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  92123. /**
  92124. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  92125. */
  92126. export class Node implements IBehaviorAware<Node> {
  92127. /** @hidden */
  92128. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  92129. private static _NodeConstructors;
  92130. /**
  92131. * Add a new node constructor
  92132. * @param type defines the type name of the node to construct
  92133. * @param constructorFunc defines the constructor function
  92134. */
  92135. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  92136. /**
  92137. * Returns a node constructor based on type name
  92138. * @param type defines the type name
  92139. * @param name defines the new node name
  92140. * @param scene defines the hosting scene
  92141. * @param options defines optional options to transmit to constructors
  92142. * @returns the new constructor or null
  92143. */
  92144. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  92145. /**
  92146. * Gets or sets the name of the node
  92147. */
  92148. name: string;
  92149. /**
  92150. * Gets or sets the id of the node
  92151. */
  92152. id: string;
  92153. /**
  92154. * Gets or sets the unique id of the node
  92155. */
  92156. uniqueId: number;
  92157. /**
  92158. * Gets or sets a string used to store user defined state for the node
  92159. */
  92160. state: string;
  92161. /**
  92162. * Gets or sets an object used to store user defined information for the node
  92163. */
  92164. metadata: any;
  92165. /**
  92166. * For internal use only. Please do not use.
  92167. */
  92168. reservedDataStore: any;
  92169. /**
  92170. * List of inspectable custom properties (used by the Inspector)
  92171. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  92172. */
  92173. inspectableCustomProperties: IInspectable[];
  92174. /**
  92175. * Gets or sets a boolean used to define if the node must be serialized
  92176. */
  92177. doNotSerialize: boolean;
  92178. /** @hidden */
  92179. _isDisposed: boolean;
  92180. /**
  92181. * Gets a list of Animations associated with the node
  92182. */
  92183. animations: Animation[];
  92184. protected _ranges: {
  92185. [name: string]: Nullable<AnimationRange>;
  92186. };
  92187. /**
  92188. * Callback raised when the node is ready to be used
  92189. */
  92190. onReady: Nullable<(node: Node) => void>;
  92191. private _isEnabled;
  92192. private _isParentEnabled;
  92193. private _isReady;
  92194. /** @hidden */
  92195. _currentRenderId: number;
  92196. private _parentUpdateId;
  92197. /** @hidden */
  92198. _childUpdateId: number;
  92199. /** @hidden */
  92200. _waitingParentId: Nullable<string>;
  92201. /** @hidden */
  92202. _scene: Scene;
  92203. /** @hidden */
  92204. _cache: any;
  92205. private _parentNode;
  92206. private _children;
  92207. /** @hidden */
  92208. _worldMatrix: Matrix;
  92209. /** @hidden */
  92210. _worldMatrixDeterminant: number;
  92211. /** @hidden */
  92212. _worldMatrixDeterminantIsDirty: boolean;
  92213. /** @hidden */
  92214. private _sceneRootNodesIndex;
  92215. /**
  92216. * Gets a boolean indicating if the node has been disposed
  92217. * @returns true if the node was disposed
  92218. */
  92219. isDisposed(): boolean;
  92220. /**
  92221. * Gets or sets the parent of the node (without keeping the current position in the scene)
  92222. * @see https://doc.babylonjs.com/how_to/parenting
  92223. */
  92224. parent: Nullable<Node>;
  92225. private addToSceneRootNodes;
  92226. private removeFromSceneRootNodes;
  92227. private _animationPropertiesOverride;
  92228. /**
  92229. * Gets or sets the animation properties override
  92230. */
  92231. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  92232. /**
  92233. * Gets a string idenfifying the name of the class
  92234. * @returns "Node" string
  92235. */
  92236. getClassName(): string;
  92237. /** @hidden */
  92238. readonly _isNode: boolean;
  92239. /**
  92240. * An event triggered when the mesh is disposed
  92241. */
  92242. onDisposeObservable: Observable<Node>;
  92243. private _onDisposeObserver;
  92244. /**
  92245. * Sets a callback that will be raised when the node will be disposed
  92246. */
  92247. onDispose: () => void;
  92248. /**
  92249. * Creates a new Node
  92250. * @param name the name and id to be given to this node
  92251. * @param scene the scene this node will be added to
  92252. * @param addToRootNodes the node will be added to scene.rootNodes
  92253. */
  92254. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  92255. /**
  92256. * Gets the scene of the node
  92257. * @returns a scene
  92258. */
  92259. getScene(): Scene;
  92260. /**
  92261. * Gets the engine of the node
  92262. * @returns a Engine
  92263. */
  92264. getEngine(): Engine;
  92265. private _behaviors;
  92266. /**
  92267. * Attach a behavior to the node
  92268. * @see http://doc.babylonjs.com/features/behaviour
  92269. * @param behavior defines the behavior to attach
  92270. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  92271. * @returns the current Node
  92272. */
  92273. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  92274. /**
  92275. * Remove an attached behavior
  92276. * @see http://doc.babylonjs.com/features/behaviour
  92277. * @param behavior defines the behavior to attach
  92278. * @returns the current Node
  92279. */
  92280. removeBehavior(behavior: Behavior<Node>): Node;
  92281. /**
  92282. * Gets the list of attached behaviors
  92283. * @see http://doc.babylonjs.com/features/behaviour
  92284. */
  92285. readonly behaviors: Behavior<Node>[];
  92286. /**
  92287. * Gets an attached behavior by name
  92288. * @param name defines the name of the behavior to look for
  92289. * @see http://doc.babylonjs.com/features/behaviour
  92290. * @returns null if behavior was not found else the requested behavior
  92291. */
  92292. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  92293. /**
  92294. * Returns the latest update of the World matrix
  92295. * @returns a Matrix
  92296. */
  92297. getWorldMatrix(): Matrix;
  92298. /** @hidden */
  92299. _getWorldMatrixDeterminant(): number;
  92300. /**
  92301. * Returns directly the latest state of the mesh World matrix.
  92302. * A Matrix is returned.
  92303. */
  92304. readonly worldMatrixFromCache: Matrix;
  92305. /** @hidden */
  92306. _initCache(): void;
  92307. /** @hidden */
  92308. updateCache(force?: boolean): void;
  92309. /** @hidden */
  92310. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  92311. /** @hidden */
  92312. _updateCache(ignoreParentClass?: boolean): void;
  92313. /** @hidden */
  92314. _isSynchronized(): boolean;
  92315. /** @hidden */
  92316. _markSyncedWithParent(): void;
  92317. /** @hidden */
  92318. isSynchronizedWithParent(): boolean;
  92319. /** @hidden */
  92320. isSynchronized(): boolean;
  92321. /**
  92322. * Is this node ready to be used/rendered
  92323. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  92324. * @return true if the node is ready
  92325. */
  92326. isReady(completeCheck?: boolean): boolean;
  92327. /**
  92328. * Is this node enabled?
  92329. * 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
  92330. * @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
  92331. * @return whether this node (and its parent) is enabled
  92332. */
  92333. isEnabled(checkAncestors?: boolean): boolean;
  92334. /** @hidden */
  92335. protected _syncParentEnabledState(): void;
  92336. /**
  92337. * Set the enabled state of this node
  92338. * @param value defines the new enabled state
  92339. */
  92340. setEnabled(value: boolean): void;
  92341. /**
  92342. * Is this node a descendant of the given node?
  92343. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  92344. * @param ancestor defines the parent node to inspect
  92345. * @returns a boolean indicating if this node is a descendant of the given node
  92346. */
  92347. isDescendantOf(ancestor: Node): boolean;
  92348. /** @hidden */
  92349. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  92350. /**
  92351. * Will return all nodes that have this node as ascendant
  92352. * @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
  92353. * @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
  92354. * @return all children nodes of all types
  92355. */
  92356. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  92357. /**
  92358. * Get all child-meshes of this node
  92359. * @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)
  92360. * @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
  92361. * @returns an array of AbstractMesh
  92362. */
  92363. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  92364. /**
  92365. * Get all direct children of this node
  92366. * @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
  92367. * @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)
  92368. * @returns an array of Node
  92369. */
  92370. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  92371. /** @hidden */
  92372. _setReady(state: boolean): void;
  92373. /**
  92374. * Get an animation by name
  92375. * @param name defines the name of the animation to look for
  92376. * @returns null if not found else the requested animation
  92377. */
  92378. getAnimationByName(name: string): Nullable<Animation>;
  92379. /**
  92380. * Creates an animation range for this node
  92381. * @param name defines the name of the range
  92382. * @param from defines the starting key
  92383. * @param to defines the end key
  92384. */
  92385. createAnimationRange(name: string, from: number, to: number): void;
  92386. /**
  92387. * Delete a specific animation range
  92388. * @param name defines the name of the range to delete
  92389. * @param deleteFrames defines if animation frames from the range must be deleted as well
  92390. */
  92391. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  92392. /**
  92393. * Get an animation range by name
  92394. * @param name defines the name of the animation range to look for
  92395. * @returns null if not found else the requested animation range
  92396. */
  92397. getAnimationRange(name: string): Nullable<AnimationRange>;
  92398. /**
  92399. * Gets the list of all animation ranges defined on this node
  92400. * @returns an array
  92401. */
  92402. getAnimationRanges(): Nullable<AnimationRange>[];
  92403. /**
  92404. * Will start the animation sequence
  92405. * @param name defines the range frames for animation sequence
  92406. * @param loop defines if the animation should loop (false by default)
  92407. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  92408. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  92409. * @returns the object created for this animation. If range does not exist, it will return null
  92410. */
  92411. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  92412. /**
  92413. * Serialize animation ranges into a JSON compatible object
  92414. * @returns serialization object
  92415. */
  92416. serializeAnimationRanges(): any;
  92417. /**
  92418. * Computes the world matrix of the node
  92419. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  92420. * @returns the world matrix
  92421. */
  92422. computeWorldMatrix(force?: boolean): Matrix;
  92423. /**
  92424. * Releases resources associated with this node.
  92425. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92426. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92427. */
  92428. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92429. /**
  92430. * Parse animation range data from a serialization object and store them into a given node
  92431. * @param node defines where to store the animation ranges
  92432. * @param parsedNode defines the serialization object to read data from
  92433. * @param scene defines the hosting scene
  92434. */
  92435. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  92436. /**
  92437. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  92438. * @param includeDescendants Include bounding info from descendants as well (true by default)
  92439. * @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
  92440. * @returns the new bounding vectors
  92441. */
  92442. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  92443. min: Vector3;
  92444. max: Vector3;
  92445. };
  92446. }
  92447. }
  92448. declare module BABYLON {
  92449. /**
  92450. * @hidden
  92451. */
  92452. export class _IAnimationState {
  92453. key: number;
  92454. repeatCount: number;
  92455. workValue?: any;
  92456. loopMode?: number;
  92457. offsetValue?: any;
  92458. highLimitValue?: any;
  92459. }
  92460. /**
  92461. * Class used to store any kind of animation
  92462. */
  92463. export class Animation {
  92464. /**Name of the animation */
  92465. name: string;
  92466. /**Property to animate */
  92467. targetProperty: string;
  92468. /**The frames per second of the animation */
  92469. framePerSecond: number;
  92470. /**The data type of the animation */
  92471. dataType: number;
  92472. /**The loop mode of the animation */
  92473. loopMode?: number | undefined;
  92474. /**Specifies if blending should be enabled */
  92475. enableBlending?: boolean | undefined;
  92476. /**
  92477. * Use matrix interpolation instead of using direct key value when animating matrices
  92478. */
  92479. static AllowMatricesInterpolation: boolean;
  92480. /**
  92481. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  92482. */
  92483. static AllowMatrixDecomposeForInterpolation: boolean;
  92484. /**
  92485. * Stores the key frames of the animation
  92486. */
  92487. private _keys;
  92488. /**
  92489. * Stores the easing function of the animation
  92490. */
  92491. private _easingFunction;
  92492. /**
  92493. * @hidden Internal use only
  92494. */
  92495. _runtimeAnimations: RuntimeAnimation[];
  92496. /**
  92497. * The set of event that will be linked to this animation
  92498. */
  92499. private _events;
  92500. /**
  92501. * Stores an array of target property paths
  92502. */
  92503. targetPropertyPath: string[];
  92504. /**
  92505. * Stores the blending speed of the animation
  92506. */
  92507. blendingSpeed: number;
  92508. /**
  92509. * Stores the animation ranges for the animation
  92510. */
  92511. private _ranges;
  92512. /**
  92513. * @hidden Internal use
  92514. */
  92515. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  92516. /**
  92517. * Sets up an animation
  92518. * @param property The property to animate
  92519. * @param animationType The animation type to apply
  92520. * @param framePerSecond The frames per second of the animation
  92521. * @param easingFunction The easing function used in the animation
  92522. * @returns The created animation
  92523. */
  92524. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  92525. /**
  92526. * Create and start an animation on a node
  92527. * @param name defines the name of the global animation that will be run on all nodes
  92528. * @param node defines the root node where the animation will take place
  92529. * @param targetProperty defines property to animate
  92530. * @param framePerSecond defines the number of frame per second yo use
  92531. * @param totalFrame defines the number of frames in total
  92532. * @param from defines the initial value
  92533. * @param to defines the final value
  92534. * @param loopMode defines which loop mode you want to use (off by default)
  92535. * @param easingFunction defines the easing function to use (linear by default)
  92536. * @param onAnimationEnd defines the callback to call when animation end
  92537. * @returns the animatable created for this animation
  92538. */
  92539. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  92540. /**
  92541. * Create and start an animation on a node and its descendants
  92542. * @param name defines the name of the global animation that will be run on all nodes
  92543. * @param node defines the root node where the animation will take place
  92544. * @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
  92545. * @param targetProperty defines property to animate
  92546. * @param framePerSecond defines the number of frame per second to use
  92547. * @param totalFrame defines the number of frames in total
  92548. * @param from defines the initial value
  92549. * @param to defines the final value
  92550. * @param loopMode defines which loop mode you want to use (off by default)
  92551. * @param easingFunction defines the easing function to use (linear by default)
  92552. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  92553. * @returns the list of animatables created for all nodes
  92554. * @example https://www.babylonjs-playground.com/#MH0VLI
  92555. */
  92556. 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[]>;
  92557. /**
  92558. * Creates a new animation, merges it with the existing animations and starts it
  92559. * @param name Name of the animation
  92560. * @param node Node which contains the scene that begins the animations
  92561. * @param targetProperty Specifies which property to animate
  92562. * @param framePerSecond The frames per second of the animation
  92563. * @param totalFrame The total number of frames
  92564. * @param from The frame at the beginning of the animation
  92565. * @param to The frame at the end of the animation
  92566. * @param loopMode Specifies the loop mode of the animation
  92567. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  92568. * @param onAnimationEnd Callback to run once the animation is complete
  92569. * @returns Nullable animation
  92570. */
  92571. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  92572. /**
  92573. * Transition property of an host to the target Value
  92574. * @param property The property to transition
  92575. * @param targetValue The target Value of the property
  92576. * @param host The object where the property to animate belongs
  92577. * @param scene Scene used to run the animation
  92578. * @param frameRate Framerate (in frame/s) to use
  92579. * @param transition The transition type we want to use
  92580. * @param duration The duration of the animation, in milliseconds
  92581. * @param onAnimationEnd Callback trigger at the end of the animation
  92582. * @returns Nullable animation
  92583. */
  92584. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  92585. /**
  92586. * Return the array of runtime animations currently using this animation
  92587. */
  92588. readonly runtimeAnimations: RuntimeAnimation[];
  92589. /**
  92590. * Specifies if any of the runtime animations are currently running
  92591. */
  92592. readonly hasRunningRuntimeAnimations: boolean;
  92593. /**
  92594. * Initializes the animation
  92595. * @param name Name of the animation
  92596. * @param targetProperty Property to animate
  92597. * @param framePerSecond The frames per second of the animation
  92598. * @param dataType The data type of the animation
  92599. * @param loopMode The loop mode of the animation
  92600. * @param enableBlending Specifies if blending should be enabled
  92601. */
  92602. constructor(
  92603. /**Name of the animation */
  92604. name: string,
  92605. /**Property to animate */
  92606. targetProperty: string,
  92607. /**The frames per second of the animation */
  92608. framePerSecond: number,
  92609. /**The data type of the animation */
  92610. dataType: number,
  92611. /**The loop mode of the animation */
  92612. loopMode?: number | undefined,
  92613. /**Specifies if blending should be enabled */
  92614. enableBlending?: boolean | undefined);
  92615. /**
  92616. * Converts the animation to a string
  92617. * @param fullDetails support for multiple levels of logging within scene loading
  92618. * @returns String form of the animation
  92619. */
  92620. toString(fullDetails?: boolean): string;
  92621. /**
  92622. * Add an event to this animation
  92623. * @param event Event to add
  92624. */
  92625. addEvent(event: AnimationEvent): void;
  92626. /**
  92627. * Remove all events found at the given frame
  92628. * @param frame The frame to remove events from
  92629. */
  92630. removeEvents(frame: number): void;
  92631. /**
  92632. * Retrieves all the events from the animation
  92633. * @returns Events from the animation
  92634. */
  92635. getEvents(): AnimationEvent[];
  92636. /**
  92637. * Creates an animation range
  92638. * @param name Name of the animation range
  92639. * @param from Starting frame of the animation range
  92640. * @param to Ending frame of the animation
  92641. */
  92642. createRange(name: string, from: number, to: number): void;
  92643. /**
  92644. * Deletes an animation range by name
  92645. * @param name Name of the animation range to delete
  92646. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  92647. */
  92648. deleteRange(name: string, deleteFrames?: boolean): void;
  92649. /**
  92650. * Gets the animation range by name, or null if not defined
  92651. * @param name Name of the animation range
  92652. * @returns Nullable animation range
  92653. */
  92654. getRange(name: string): Nullable<AnimationRange>;
  92655. /**
  92656. * Gets the key frames from the animation
  92657. * @returns The key frames of the animation
  92658. */
  92659. getKeys(): Array<IAnimationKey>;
  92660. /**
  92661. * Gets the highest frame rate of the animation
  92662. * @returns Highest frame rate of the animation
  92663. */
  92664. getHighestFrame(): number;
  92665. /**
  92666. * Gets the easing function of the animation
  92667. * @returns Easing function of the animation
  92668. */
  92669. getEasingFunction(): IEasingFunction;
  92670. /**
  92671. * Sets the easing function of the animation
  92672. * @param easingFunction A custom mathematical formula for animation
  92673. */
  92674. setEasingFunction(easingFunction: EasingFunction): void;
  92675. /**
  92676. * Interpolates a scalar linearly
  92677. * @param startValue Start value of the animation curve
  92678. * @param endValue End value of the animation curve
  92679. * @param gradient Scalar amount to interpolate
  92680. * @returns Interpolated scalar value
  92681. */
  92682. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  92683. /**
  92684. * Interpolates a scalar cubically
  92685. * @param startValue Start value of the animation curve
  92686. * @param outTangent End tangent of the animation
  92687. * @param endValue End value of the animation curve
  92688. * @param inTangent Start tangent of the animation curve
  92689. * @param gradient Scalar amount to interpolate
  92690. * @returns Interpolated scalar value
  92691. */
  92692. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  92693. /**
  92694. * Interpolates a quaternion using a spherical linear interpolation
  92695. * @param startValue Start value of the animation curve
  92696. * @param endValue End value of the animation curve
  92697. * @param gradient Scalar amount to interpolate
  92698. * @returns Interpolated quaternion value
  92699. */
  92700. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  92701. /**
  92702. * Interpolates a quaternion cubically
  92703. * @param startValue Start value of the animation curve
  92704. * @param outTangent End tangent of the animation curve
  92705. * @param endValue End value of the animation curve
  92706. * @param inTangent Start tangent of the animation curve
  92707. * @param gradient Scalar amount to interpolate
  92708. * @returns Interpolated quaternion value
  92709. */
  92710. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  92711. /**
  92712. * Interpolates a Vector3 linearl
  92713. * @param startValue Start value of the animation curve
  92714. * @param endValue End value of the animation curve
  92715. * @param gradient Scalar amount to interpolate
  92716. * @returns Interpolated scalar value
  92717. */
  92718. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  92719. /**
  92720. * Interpolates a Vector3 cubically
  92721. * @param startValue Start value of the animation curve
  92722. * @param outTangent End tangent of the animation
  92723. * @param endValue End value of the animation curve
  92724. * @param inTangent Start tangent of the animation curve
  92725. * @param gradient Scalar amount to interpolate
  92726. * @returns InterpolatedVector3 value
  92727. */
  92728. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  92729. /**
  92730. * Interpolates a Vector2 linearly
  92731. * @param startValue Start value of the animation curve
  92732. * @param endValue End value of the animation curve
  92733. * @param gradient Scalar amount to interpolate
  92734. * @returns Interpolated Vector2 value
  92735. */
  92736. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  92737. /**
  92738. * Interpolates a Vector2 cubically
  92739. * @param startValue Start value of the animation curve
  92740. * @param outTangent End tangent of the animation
  92741. * @param endValue End value of the animation curve
  92742. * @param inTangent Start tangent of the animation curve
  92743. * @param gradient Scalar amount to interpolate
  92744. * @returns Interpolated Vector2 value
  92745. */
  92746. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  92747. /**
  92748. * Interpolates a size linearly
  92749. * @param startValue Start value of the animation curve
  92750. * @param endValue End value of the animation curve
  92751. * @param gradient Scalar amount to interpolate
  92752. * @returns Interpolated Size value
  92753. */
  92754. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  92755. /**
  92756. * Interpolates a Color3 linearly
  92757. * @param startValue Start value of the animation curve
  92758. * @param endValue End value of the animation curve
  92759. * @param gradient Scalar amount to interpolate
  92760. * @returns Interpolated Color3 value
  92761. */
  92762. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  92763. /**
  92764. * @hidden Internal use only
  92765. */
  92766. _getKeyValue(value: any): any;
  92767. /**
  92768. * @hidden Internal use only
  92769. */
  92770. _interpolate(currentFrame: number, state: _IAnimationState): any;
  92771. /**
  92772. * Defines the function to use to interpolate matrices
  92773. * @param startValue defines the start matrix
  92774. * @param endValue defines the end matrix
  92775. * @param gradient defines the gradient between both matrices
  92776. * @param result defines an optional target matrix where to store the interpolation
  92777. * @returns the interpolated matrix
  92778. */
  92779. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  92780. /**
  92781. * Makes a copy of the animation
  92782. * @returns Cloned animation
  92783. */
  92784. clone(): Animation;
  92785. /**
  92786. * Sets the key frames of the animation
  92787. * @param values The animation key frames to set
  92788. */
  92789. setKeys(values: Array<IAnimationKey>): void;
  92790. /**
  92791. * Serializes the animation to an object
  92792. * @returns Serialized object
  92793. */
  92794. serialize(): any;
  92795. /**
  92796. * Float animation type
  92797. */
  92798. private static _ANIMATIONTYPE_FLOAT;
  92799. /**
  92800. * Vector3 animation type
  92801. */
  92802. private static _ANIMATIONTYPE_VECTOR3;
  92803. /**
  92804. * Quaternion animation type
  92805. */
  92806. private static _ANIMATIONTYPE_QUATERNION;
  92807. /**
  92808. * Matrix animation type
  92809. */
  92810. private static _ANIMATIONTYPE_MATRIX;
  92811. /**
  92812. * Color3 animation type
  92813. */
  92814. private static _ANIMATIONTYPE_COLOR3;
  92815. /**
  92816. * Vector2 animation type
  92817. */
  92818. private static _ANIMATIONTYPE_VECTOR2;
  92819. /**
  92820. * Size animation type
  92821. */
  92822. private static _ANIMATIONTYPE_SIZE;
  92823. /**
  92824. * Relative Loop Mode
  92825. */
  92826. private static _ANIMATIONLOOPMODE_RELATIVE;
  92827. /**
  92828. * Cycle Loop Mode
  92829. */
  92830. private static _ANIMATIONLOOPMODE_CYCLE;
  92831. /**
  92832. * Constant Loop Mode
  92833. */
  92834. private static _ANIMATIONLOOPMODE_CONSTANT;
  92835. /**
  92836. * Get the float animation type
  92837. */
  92838. static readonly ANIMATIONTYPE_FLOAT: number;
  92839. /**
  92840. * Get the Vector3 animation type
  92841. */
  92842. static readonly ANIMATIONTYPE_VECTOR3: number;
  92843. /**
  92844. * Get the Vector2 animation type
  92845. */
  92846. static readonly ANIMATIONTYPE_VECTOR2: number;
  92847. /**
  92848. * Get the Size animation type
  92849. */
  92850. static readonly ANIMATIONTYPE_SIZE: number;
  92851. /**
  92852. * Get the Quaternion animation type
  92853. */
  92854. static readonly ANIMATIONTYPE_QUATERNION: number;
  92855. /**
  92856. * Get the Matrix animation type
  92857. */
  92858. static readonly ANIMATIONTYPE_MATRIX: number;
  92859. /**
  92860. * Get the Color3 animation type
  92861. */
  92862. static readonly ANIMATIONTYPE_COLOR3: number;
  92863. /**
  92864. * Get the Relative Loop Mode
  92865. */
  92866. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  92867. /**
  92868. * Get the Cycle Loop Mode
  92869. */
  92870. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  92871. /**
  92872. * Get the Constant Loop Mode
  92873. */
  92874. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  92875. /** @hidden */
  92876. static _UniversalLerp(left: any, right: any, amount: number): any;
  92877. /**
  92878. * Parses an animation object and creates an animation
  92879. * @param parsedAnimation Parsed animation object
  92880. * @returns Animation object
  92881. */
  92882. static Parse(parsedAnimation: any): Animation;
  92883. /**
  92884. * Appends the serialized animations from the source animations
  92885. * @param source Source containing the animations
  92886. * @param destination Target to store the animations
  92887. */
  92888. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  92889. }
  92890. }
  92891. declare module BABYLON {
  92892. /**
  92893. * Interface containing an array of animations
  92894. */
  92895. export interface IAnimatable {
  92896. /**
  92897. * Array of animations
  92898. */
  92899. animations: Nullable<Array<Animation>>;
  92900. }
  92901. }
  92902. declare module BABYLON {
  92903. /**
  92904. * This represents all the required information to add a fresnel effect on a material:
  92905. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  92906. */
  92907. export class FresnelParameters {
  92908. private _isEnabled;
  92909. /**
  92910. * Define if the fresnel effect is enable or not.
  92911. */
  92912. isEnabled: boolean;
  92913. /**
  92914. * Define the color used on edges (grazing angle)
  92915. */
  92916. leftColor: Color3;
  92917. /**
  92918. * Define the color used on center
  92919. */
  92920. rightColor: Color3;
  92921. /**
  92922. * Define bias applied to computed fresnel term
  92923. */
  92924. bias: number;
  92925. /**
  92926. * Defined the power exponent applied to fresnel term
  92927. */
  92928. power: number;
  92929. /**
  92930. * Clones the current fresnel and its valuues
  92931. * @returns a clone fresnel configuration
  92932. */
  92933. clone(): FresnelParameters;
  92934. /**
  92935. * Serializes the current fresnel parameters to a JSON representation.
  92936. * @return the JSON serialization
  92937. */
  92938. serialize(): any;
  92939. /**
  92940. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  92941. * @param parsedFresnelParameters Define the JSON representation
  92942. * @returns the parsed parameters
  92943. */
  92944. static Parse(parsedFresnelParameters: any): FresnelParameters;
  92945. }
  92946. }
  92947. declare module BABYLON {
  92948. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  92949. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92950. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92951. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92952. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92953. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92954. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92955. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92956. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92957. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92958. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92959. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92960. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92961. /**
  92962. * Decorator used to define property that can be serialized as reference to a camera
  92963. * @param sourceName defines the name of the property to decorate
  92964. */
  92965. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92966. /**
  92967. * Class used to help serialization objects
  92968. */
  92969. export class SerializationHelper {
  92970. /** @hidden */
  92971. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  92972. /** @hidden */
  92973. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  92974. /** @hidden */
  92975. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  92976. /** @hidden */
  92977. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  92978. /**
  92979. * Appends the serialized animations from the source animations
  92980. * @param source Source containing the animations
  92981. * @param destination Target to store the animations
  92982. */
  92983. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  92984. /**
  92985. * Static function used to serialized a specific entity
  92986. * @param entity defines the entity to serialize
  92987. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  92988. * @returns a JSON compatible object representing the serialization of the entity
  92989. */
  92990. static Serialize<T>(entity: T, serializationObject?: any): any;
  92991. /**
  92992. * Creates a new entity from a serialization data object
  92993. * @param creationFunction defines a function used to instanciated the new entity
  92994. * @param source defines the source serialization data
  92995. * @param scene defines the hosting scene
  92996. * @param rootUrl defines the root url for resources
  92997. * @returns a new entity
  92998. */
  92999. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  93000. /**
  93001. * Clones an object
  93002. * @param creationFunction defines the function used to instanciate the new object
  93003. * @param source defines the source object
  93004. * @returns the cloned object
  93005. */
  93006. static Clone<T>(creationFunction: () => T, source: T): T;
  93007. /**
  93008. * Instanciates a new object based on a source one (some data will be shared between both object)
  93009. * @param creationFunction defines the function used to instanciate the new object
  93010. * @param source defines the source object
  93011. * @returns the new object
  93012. */
  93013. static Instanciate<T>(creationFunction: () => T, source: T): T;
  93014. }
  93015. }
  93016. declare module BABYLON {
  93017. /**
  93018. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  93019. */
  93020. export interface CubeMapInfo {
  93021. /**
  93022. * The pixel array for the front face.
  93023. * This is stored in format, left to right, up to down format.
  93024. */
  93025. front: Nullable<ArrayBufferView>;
  93026. /**
  93027. * The pixel array for the back face.
  93028. * This is stored in format, left to right, up to down format.
  93029. */
  93030. back: Nullable<ArrayBufferView>;
  93031. /**
  93032. * The pixel array for the left face.
  93033. * This is stored in format, left to right, up to down format.
  93034. */
  93035. left: Nullable<ArrayBufferView>;
  93036. /**
  93037. * The pixel array for the right face.
  93038. * This is stored in format, left to right, up to down format.
  93039. */
  93040. right: Nullable<ArrayBufferView>;
  93041. /**
  93042. * The pixel array for the up face.
  93043. * This is stored in format, left to right, up to down format.
  93044. */
  93045. up: Nullable<ArrayBufferView>;
  93046. /**
  93047. * The pixel array for the down face.
  93048. * This is stored in format, left to right, up to down format.
  93049. */
  93050. down: Nullable<ArrayBufferView>;
  93051. /**
  93052. * The size of the cubemap stored.
  93053. *
  93054. * Each faces will be size * size pixels.
  93055. */
  93056. size: number;
  93057. /**
  93058. * The format of the texture.
  93059. *
  93060. * RGBA, RGB.
  93061. */
  93062. format: number;
  93063. /**
  93064. * The type of the texture data.
  93065. *
  93066. * UNSIGNED_INT, FLOAT.
  93067. */
  93068. type: number;
  93069. /**
  93070. * Specifies whether the texture is in gamma space.
  93071. */
  93072. gammaSpace: boolean;
  93073. }
  93074. /**
  93075. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  93076. */
  93077. export class PanoramaToCubeMapTools {
  93078. private static FACE_FRONT;
  93079. private static FACE_BACK;
  93080. private static FACE_RIGHT;
  93081. private static FACE_LEFT;
  93082. private static FACE_DOWN;
  93083. private static FACE_UP;
  93084. /**
  93085. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  93086. *
  93087. * @param float32Array The source data.
  93088. * @param inputWidth The width of the input panorama.
  93089. * @param inputHeight The height of the input panorama.
  93090. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  93091. * @return The cubemap data
  93092. */
  93093. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  93094. private static CreateCubemapTexture;
  93095. private static CalcProjectionSpherical;
  93096. }
  93097. }
  93098. declare module BABYLON {
  93099. /**
  93100. * Helper class dealing with the extraction of spherical polynomial dataArray
  93101. * from a cube map.
  93102. */
  93103. export class CubeMapToSphericalPolynomialTools {
  93104. private static FileFaces;
  93105. /**
  93106. * Converts a texture to the according Spherical Polynomial data.
  93107. * This extracts the first 3 orders only as they are the only one used in the lighting.
  93108. *
  93109. * @param texture The texture to extract the information from.
  93110. * @return The Spherical Polynomial data.
  93111. */
  93112. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  93113. /**
  93114. * Converts a cubemap to the according Spherical Polynomial data.
  93115. * This extracts the first 3 orders only as they are the only one used in the lighting.
  93116. *
  93117. * @param cubeInfo The Cube map to extract the information from.
  93118. * @return The Spherical Polynomial data.
  93119. */
  93120. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  93121. }
  93122. }
  93123. declare module BABYLON {
  93124. /**
  93125. * Class used to manipulate GUIDs
  93126. */
  93127. export class GUID {
  93128. /**
  93129. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  93130. * Be aware Math.random() could cause collisions, but:
  93131. * "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"
  93132. * @returns a pseudo random id
  93133. */
  93134. static RandomId(): string;
  93135. }
  93136. }
  93137. declare module BABYLON {
  93138. /**
  93139. * Base class of all the textures in babylon.
  93140. * It groups all the common properties the materials, post process, lights... might need
  93141. * in order to make a correct use of the texture.
  93142. */
  93143. export class BaseTexture implements IAnimatable {
  93144. /**
  93145. * Default anisotropic filtering level for the application.
  93146. * It is set to 4 as a good tradeoff between perf and quality.
  93147. */
  93148. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  93149. /**
  93150. * Gets or sets the unique id of the texture
  93151. */
  93152. uniqueId: number;
  93153. /**
  93154. * Define the name of the texture.
  93155. */
  93156. name: string;
  93157. /**
  93158. * Gets or sets an object used to store user defined information.
  93159. */
  93160. metadata: any;
  93161. /**
  93162. * For internal use only. Please do not use.
  93163. */
  93164. reservedDataStore: any;
  93165. private _hasAlpha;
  93166. /**
  93167. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  93168. */
  93169. hasAlpha: boolean;
  93170. /**
  93171. * Defines if the alpha value should be determined via the rgb values.
  93172. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  93173. */
  93174. getAlphaFromRGB: boolean;
  93175. /**
  93176. * Intensity or strength of the texture.
  93177. * It is commonly used by materials to fine tune the intensity of the texture
  93178. */
  93179. level: number;
  93180. /**
  93181. * Define the UV chanel to use starting from 0 and defaulting to 0.
  93182. * This is part of the texture as textures usually maps to one uv set.
  93183. */
  93184. coordinatesIndex: number;
  93185. private _coordinatesMode;
  93186. /**
  93187. * How a texture is mapped.
  93188. *
  93189. * | Value | Type | Description |
  93190. * | ----- | ----------------------------------- | ----------- |
  93191. * | 0 | EXPLICIT_MODE | |
  93192. * | 1 | SPHERICAL_MODE | |
  93193. * | 2 | PLANAR_MODE | |
  93194. * | 3 | CUBIC_MODE | |
  93195. * | 4 | PROJECTION_MODE | |
  93196. * | 5 | SKYBOX_MODE | |
  93197. * | 6 | INVCUBIC_MODE | |
  93198. * | 7 | EQUIRECTANGULAR_MODE | |
  93199. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  93200. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  93201. */
  93202. coordinatesMode: number;
  93203. /**
  93204. * | Value | Type | Description |
  93205. * | ----- | ------------------ | ----------- |
  93206. * | 0 | CLAMP_ADDRESSMODE | |
  93207. * | 1 | WRAP_ADDRESSMODE | |
  93208. * | 2 | MIRROR_ADDRESSMODE | |
  93209. */
  93210. wrapU: number;
  93211. /**
  93212. * | Value | Type | Description |
  93213. * | ----- | ------------------ | ----------- |
  93214. * | 0 | CLAMP_ADDRESSMODE | |
  93215. * | 1 | WRAP_ADDRESSMODE | |
  93216. * | 2 | MIRROR_ADDRESSMODE | |
  93217. */
  93218. wrapV: number;
  93219. /**
  93220. * | Value | Type | Description |
  93221. * | ----- | ------------------ | ----------- |
  93222. * | 0 | CLAMP_ADDRESSMODE | |
  93223. * | 1 | WRAP_ADDRESSMODE | |
  93224. * | 2 | MIRROR_ADDRESSMODE | |
  93225. */
  93226. wrapR: number;
  93227. /**
  93228. * With compliant hardware and browser (supporting anisotropic filtering)
  93229. * this defines the level of anisotropic filtering in the texture.
  93230. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  93231. */
  93232. anisotropicFilteringLevel: number;
  93233. /**
  93234. * Define if the texture is a cube texture or if false a 2d texture.
  93235. */
  93236. isCube: boolean;
  93237. /**
  93238. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  93239. */
  93240. is3D: boolean;
  93241. /**
  93242. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  93243. * HDR texture are usually stored in linear space.
  93244. * This only impacts the PBR and Background materials
  93245. */
  93246. gammaSpace: boolean;
  93247. /**
  93248. * Gets or sets whether or not the texture contains RGBD data.
  93249. */
  93250. isRGBD: boolean;
  93251. /**
  93252. * Is Z inverted in the texture (useful in a cube texture).
  93253. */
  93254. invertZ: boolean;
  93255. /**
  93256. * Are mip maps generated for this texture or not.
  93257. */
  93258. readonly noMipmap: boolean;
  93259. /**
  93260. * @hidden
  93261. */
  93262. lodLevelInAlpha: boolean;
  93263. /**
  93264. * With prefiltered texture, defined the offset used during the prefiltering steps.
  93265. */
  93266. lodGenerationOffset: number;
  93267. /**
  93268. * With prefiltered texture, defined the scale used during the prefiltering steps.
  93269. */
  93270. lodGenerationScale: number;
  93271. /**
  93272. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  93273. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  93274. * average roughness values.
  93275. */
  93276. linearSpecularLOD: boolean;
  93277. /**
  93278. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  93279. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  93280. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  93281. */
  93282. irradianceTexture: Nullable<BaseTexture>;
  93283. /**
  93284. * Define if the texture is a render target.
  93285. */
  93286. isRenderTarget: boolean;
  93287. /**
  93288. * Define the unique id of the texture in the scene.
  93289. */
  93290. readonly uid: string;
  93291. /**
  93292. * Return a string representation of the texture.
  93293. * @returns the texture as a string
  93294. */
  93295. toString(): string;
  93296. /**
  93297. * Get the class name of the texture.
  93298. * @returns "BaseTexture"
  93299. */
  93300. getClassName(): string;
  93301. /**
  93302. * Define the list of animation attached to the texture.
  93303. */
  93304. animations: Animation[];
  93305. /**
  93306. * An event triggered when the texture is disposed.
  93307. */
  93308. onDisposeObservable: Observable<BaseTexture>;
  93309. private _onDisposeObserver;
  93310. /**
  93311. * Callback triggered when the texture has been disposed.
  93312. * Kept for back compatibility, you can use the onDisposeObservable instead.
  93313. */
  93314. onDispose: () => void;
  93315. /**
  93316. * Define the current state of the loading sequence when in delayed load mode.
  93317. */
  93318. delayLoadState: number;
  93319. private _scene;
  93320. /** @hidden */
  93321. _texture: Nullable<InternalTexture>;
  93322. private _uid;
  93323. /**
  93324. * Define if the texture is preventinga material to render or not.
  93325. * If not and the texture is not ready, the engine will use a default black texture instead.
  93326. */
  93327. readonly isBlocking: boolean;
  93328. /**
  93329. * Instantiates a new BaseTexture.
  93330. * Base class of all the textures in babylon.
  93331. * It groups all the common properties the materials, post process, lights... might need
  93332. * in order to make a correct use of the texture.
  93333. * @param scene Define the scene the texture blongs to
  93334. */
  93335. constructor(scene: Nullable<Scene>);
  93336. /**
  93337. * Get the scene the texture belongs to.
  93338. * @returns the scene or null if undefined
  93339. */
  93340. getScene(): Nullable<Scene>;
  93341. /**
  93342. * Get the texture transform matrix used to offset tile the texture for istance.
  93343. * @returns the transformation matrix
  93344. */
  93345. getTextureMatrix(): Matrix;
  93346. /**
  93347. * Get the texture reflection matrix used to rotate/transform the reflection.
  93348. * @returns the reflection matrix
  93349. */
  93350. getReflectionTextureMatrix(): Matrix;
  93351. /**
  93352. * Get the underlying lower level texture from Babylon.
  93353. * @returns the insternal texture
  93354. */
  93355. getInternalTexture(): Nullable<InternalTexture>;
  93356. /**
  93357. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  93358. * @returns true if ready or not blocking
  93359. */
  93360. isReadyOrNotBlocking(): boolean;
  93361. /**
  93362. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  93363. * @returns true if fully ready
  93364. */
  93365. isReady(): boolean;
  93366. private _cachedSize;
  93367. /**
  93368. * Get the size of the texture.
  93369. * @returns the texture size.
  93370. */
  93371. getSize(): ISize;
  93372. /**
  93373. * Get the base size of the texture.
  93374. * It can be different from the size if the texture has been resized for POT for instance
  93375. * @returns the base size
  93376. */
  93377. getBaseSize(): ISize;
  93378. /**
  93379. * Update the sampling mode of the texture.
  93380. * Default is Trilinear mode.
  93381. *
  93382. * | Value | Type | Description |
  93383. * | ----- | ------------------ | ----------- |
  93384. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  93385. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  93386. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  93387. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  93388. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  93389. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  93390. * | 7 | NEAREST_LINEAR | |
  93391. * | 8 | NEAREST_NEAREST | |
  93392. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  93393. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  93394. * | 11 | LINEAR_LINEAR | |
  93395. * | 12 | LINEAR_NEAREST | |
  93396. *
  93397. * > _mag_: magnification filter (close to the viewer)
  93398. * > _min_: minification filter (far from the viewer)
  93399. * > _mip_: filter used between mip map levels
  93400. *@param samplingMode Define the new sampling mode of the texture
  93401. */
  93402. updateSamplingMode(samplingMode: number): void;
  93403. /**
  93404. * Scales the texture if is `canRescale()`
  93405. * @param ratio the resize factor we want to use to rescale
  93406. */
  93407. scale(ratio: number): void;
  93408. /**
  93409. * Get if the texture can rescale.
  93410. */
  93411. readonly canRescale: boolean;
  93412. /** @hidden */
  93413. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  93414. /** @hidden */
  93415. _rebuild(): void;
  93416. /**
  93417. * Triggers the load sequence in delayed load mode.
  93418. */
  93419. delayLoad(): void;
  93420. /**
  93421. * Clones the texture.
  93422. * @returns the cloned texture
  93423. */
  93424. clone(): Nullable<BaseTexture>;
  93425. /**
  93426. * Get the texture underlying type (INT, FLOAT...)
  93427. */
  93428. readonly textureType: number;
  93429. /**
  93430. * Get the texture underlying format (RGB, RGBA...)
  93431. */
  93432. readonly textureFormat: number;
  93433. /**
  93434. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  93435. * This will returns an RGBA array buffer containing either in values (0-255) or
  93436. * float values (0-1) depending of the underlying buffer type.
  93437. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  93438. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  93439. * @param buffer defines a user defined buffer to fill with data (can be null)
  93440. * @returns The Array buffer containing the pixels data.
  93441. */
  93442. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  93443. /**
  93444. * Release and destroy the underlying lower level texture aka internalTexture.
  93445. */
  93446. releaseInternalTexture(): void;
  93447. /**
  93448. * Get the polynomial representation of the texture data.
  93449. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  93450. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  93451. */
  93452. sphericalPolynomial: Nullable<SphericalPolynomial>;
  93453. /** @hidden */
  93454. readonly _lodTextureHigh: Nullable<BaseTexture>;
  93455. /** @hidden */
  93456. readonly _lodTextureMid: Nullable<BaseTexture>;
  93457. /** @hidden */
  93458. readonly _lodTextureLow: Nullable<BaseTexture>;
  93459. /**
  93460. * Dispose the texture and release its associated resources.
  93461. */
  93462. dispose(): void;
  93463. /**
  93464. * Serialize the texture into a JSON representation that can be parsed later on.
  93465. * @returns the JSON representation of the texture
  93466. */
  93467. serialize(): any;
  93468. /**
  93469. * Helper function to be called back once a list of texture contains only ready textures.
  93470. * @param textures Define the list of textures to wait for
  93471. * @param callback Define the callback triggered once the entire list will be ready
  93472. */
  93473. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  93474. }
  93475. }
  93476. declare module BABYLON {
  93477. /**
  93478. * Class used to store data associated with WebGL texture data for the engine
  93479. * This class should not be used directly
  93480. */
  93481. export class InternalTexture {
  93482. /** @hidden */
  93483. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  93484. /**
  93485. * The source of the texture data is unknown
  93486. */
  93487. static DATASOURCE_UNKNOWN: number;
  93488. /**
  93489. * Texture data comes from an URL
  93490. */
  93491. static DATASOURCE_URL: number;
  93492. /**
  93493. * Texture data is only used for temporary storage
  93494. */
  93495. static DATASOURCE_TEMP: number;
  93496. /**
  93497. * Texture data comes from raw data (ArrayBuffer)
  93498. */
  93499. static DATASOURCE_RAW: number;
  93500. /**
  93501. * Texture content is dynamic (video or dynamic texture)
  93502. */
  93503. static DATASOURCE_DYNAMIC: number;
  93504. /**
  93505. * Texture content is generated by rendering to it
  93506. */
  93507. static DATASOURCE_RENDERTARGET: number;
  93508. /**
  93509. * Texture content is part of a multi render target process
  93510. */
  93511. static DATASOURCE_MULTIRENDERTARGET: number;
  93512. /**
  93513. * Texture data comes from a cube data file
  93514. */
  93515. static DATASOURCE_CUBE: number;
  93516. /**
  93517. * Texture data comes from a raw cube data
  93518. */
  93519. static DATASOURCE_CUBERAW: number;
  93520. /**
  93521. * Texture data come from a prefiltered cube data file
  93522. */
  93523. static DATASOURCE_CUBEPREFILTERED: number;
  93524. /**
  93525. * Texture content is raw 3D data
  93526. */
  93527. static DATASOURCE_RAW3D: number;
  93528. /**
  93529. * Texture content is a depth texture
  93530. */
  93531. static DATASOURCE_DEPTHTEXTURE: number;
  93532. /**
  93533. * Texture data comes from a raw cube data encoded with RGBD
  93534. */
  93535. static DATASOURCE_CUBERAW_RGBD: number;
  93536. /**
  93537. * Defines if the texture is ready
  93538. */
  93539. isReady: boolean;
  93540. /**
  93541. * Defines if the texture is a cube texture
  93542. */
  93543. isCube: boolean;
  93544. /**
  93545. * Defines if the texture contains 3D data
  93546. */
  93547. is3D: boolean;
  93548. /**
  93549. * Defines if the texture contains multiview data
  93550. */
  93551. isMultiview: boolean;
  93552. /**
  93553. * Gets the URL used to load this texture
  93554. */
  93555. url: string;
  93556. /**
  93557. * Gets the sampling mode of the texture
  93558. */
  93559. samplingMode: number;
  93560. /**
  93561. * Gets a boolean indicating if the texture needs mipmaps generation
  93562. */
  93563. generateMipMaps: boolean;
  93564. /**
  93565. * Gets the number of samples used by the texture (WebGL2+ only)
  93566. */
  93567. samples: number;
  93568. /**
  93569. * Gets the type of the texture (int, float...)
  93570. */
  93571. type: number;
  93572. /**
  93573. * Gets the format of the texture (RGB, RGBA...)
  93574. */
  93575. format: number;
  93576. /**
  93577. * Observable called when the texture is loaded
  93578. */
  93579. onLoadedObservable: Observable<InternalTexture>;
  93580. /**
  93581. * Gets the width of the texture
  93582. */
  93583. width: number;
  93584. /**
  93585. * Gets the height of the texture
  93586. */
  93587. height: number;
  93588. /**
  93589. * Gets the depth of the texture
  93590. */
  93591. depth: number;
  93592. /**
  93593. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  93594. */
  93595. baseWidth: number;
  93596. /**
  93597. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  93598. */
  93599. baseHeight: number;
  93600. /**
  93601. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  93602. */
  93603. baseDepth: number;
  93604. /**
  93605. * Gets a boolean indicating if the texture is inverted on Y axis
  93606. */
  93607. invertY: boolean;
  93608. /** @hidden */
  93609. _invertVScale: boolean;
  93610. /** @hidden */
  93611. _associatedChannel: number;
  93612. /** @hidden */
  93613. _dataSource: number;
  93614. /** @hidden */
  93615. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  93616. /** @hidden */
  93617. _bufferView: Nullable<ArrayBufferView>;
  93618. /** @hidden */
  93619. _bufferViewArray: Nullable<ArrayBufferView[]>;
  93620. /** @hidden */
  93621. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  93622. /** @hidden */
  93623. _size: number;
  93624. /** @hidden */
  93625. _extension: string;
  93626. /** @hidden */
  93627. _files: Nullable<string[]>;
  93628. /** @hidden */
  93629. _workingCanvas: Nullable<HTMLCanvasElement>;
  93630. /** @hidden */
  93631. _workingContext: Nullable<CanvasRenderingContext2D>;
  93632. /** @hidden */
  93633. _framebuffer: Nullable<WebGLFramebuffer>;
  93634. /** @hidden */
  93635. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  93636. /** @hidden */
  93637. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  93638. /** @hidden */
  93639. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  93640. /** @hidden */
  93641. _attachments: Nullable<number[]>;
  93642. /** @hidden */
  93643. _cachedCoordinatesMode: Nullable<number>;
  93644. /** @hidden */
  93645. _cachedWrapU: Nullable<number>;
  93646. /** @hidden */
  93647. _cachedWrapV: Nullable<number>;
  93648. /** @hidden */
  93649. _cachedWrapR: Nullable<number>;
  93650. /** @hidden */
  93651. _cachedAnisotropicFilteringLevel: Nullable<number>;
  93652. /** @hidden */
  93653. _isDisabled: boolean;
  93654. /** @hidden */
  93655. _compression: Nullable<string>;
  93656. /** @hidden */
  93657. _generateStencilBuffer: boolean;
  93658. /** @hidden */
  93659. _generateDepthBuffer: boolean;
  93660. /** @hidden */
  93661. _comparisonFunction: number;
  93662. /** @hidden */
  93663. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  93664. /** @hidden */
  93665. _lodGenerationScale: number;
  93666. /** @hidden */
  93667. _lodGenerationOffset: number;
  93668. /** @hidden */
  93669. _colorTextureArray: Nullable<WebGLTexture>;
  93670. /** @hidden */
  93671. _depthStencilTextureArray: Nullable<WebGLTexture>;
  93672. /** @hidden */
  93673. _lodTextureHigh: Nullable<BaseTexture>;
  93674. /** @hidden */
  93675. _lodTextureMid: Nullable<BaseTexture>;
  93676. /** @hidden */
  93677. _lodTextureLow: Nullable<BaseTexture>;
  93678. /** @hidden */
  93679. _isRGBD: boolean;
  93680. /** @hidden */
  93681. _linearSpecularLOD: boolean;
  93682. /** @hidden */
  93683. _irradianceTexture: Nullable<BaseTexture>;
  93684. /** @hidden */
  93685. _webGLTexture: Nullable<WebGLTexture>;
  93686. /** @hidden */
  93687. _references: number;
  93688. private _engine;
  93689. /**
  93690. * Gets the Engine the texture belongs to.
  93691. * @returns The babylon engine
  93692. */
  93693. getEngine(): Engine;
  93694. /**
  93695. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  93696. */
  93697. readonly dataSource: number;
  93698. /**
  93699. * Creates a new InternalTexture
  93700. * @param engine defines the engine to use
  93701. * @param dataSource defines the type of data that will be used
  93702. * @param delayAllocation if the texture allocation should be delayed (default: false)
  93703. */
  93704. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  93705. /**
  93706. * Increments the number of references (ie. the number of Texture that point to it)
  93707. */
  93708. incrementReferences(): void;
  93709. /**
  93710. * Change the size of the texture (not the size of the content)
  93711. * @param width defines the new width
  93712. * @param height defines the new height
  93713. * @param depth defines the new depth (1 by default)
  93714. */
  93715. updateSize(width: int, height: int, depth?: int): void;
  93716. /** @hidden */
  93717. _rebuild(): void;
  93718. /** @hidden */
  93719. _swapAndDie(target: InternalTexture): void;
  93720. /**
  93721. * Dispose the current allocated resources
  93722. */
  93723. dispose(): void;
  93724. }
  93725. }
  93726. declare module BABYLON {
  93727. /**
  93728. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  93729. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  93730. */
  93731. export class EffectFallbacks {
  93732. private _defines;
  93733. private _currentRank;
  93734. private _maxRank;
  93735. private _mesh;
  93736. /**
  93737. * Removes the fallback from the bound mesh.
  93738. */
  93739. unBindMesh(): void;
  93740. /**
  93741. * Adds a fallback on the specified property.
  93742. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  93743. * @param define The name of the define in the shader
  93744. */
  93745. addFallback(rank: number, define: string): void;
  93746. /**
  93747. * Sets the mesh to use CPU skinning when needing to fallback.
  93748. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  93749. * @param mesh The mesh to use the fallbacks.
  93750. */
  93751. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  93752. /**
  93753. * Checks to see if more fallbacks are still availible.
  93754. */
  93755. readonly hasMoreFallbacks: boolean;
  93756. /**
  93757. * Removes the defines that should be removed when falling back.
  93758. * @param currentDefines defines the current define statements for the shader.
  93759. * @param effect defines the current effect we try to compile
  93760. * @returns The resulting defines with defines of the current rank removed.
  93761. */
  93762. reduce(currentDefines: string, effect: Effect): string;
  93763. }
  93764. /**
  93765. * Options to be used when creating an effect.
  93766. */
  93767. export class EffectCreationOptions {
  93768. /**
  93769. * Atrributes that will be used in the shader.
  93770. */
  93771. attributes: string[];
  93772. /**
  93773. * Uniform varible names that will be set in the shader.
  93774. */
  93775. uniformsNames: string[];
  93776. /**
  93777. * Uniform buffer varible names that will be set in the shader.
  93778. */
  93779. uniformBuffersNames: string[];
  93780. /**
  93781. * Sampler texture variable names that will be set in the shader.
  93782. */
  93783. samplers: string[];
  93784. /**
  93785. * Define statements that will be set in the shader.
  93786. */
  93787. defines: any;
  93788. /**
  93789. * Possible fallbacks for this effect to improve performance when needed.
  93790. */
  93791. fallbacks: Nullable<EffectFallbacks>;
  93792. /**
  93793. * Callback that will be called when the shader is compiled.
  93794. */
  93795. onCompiled: Nullable<(effect: Effect) => void>;
  93796. /**
  93797. * Callback that will be called if an error occurs during shader compilation.
  93798. */
  93799. onError: Nullable<(effect: Effect, errors: string) => void>;
  93800. /**
  93801. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  93802. */
  93803. indexParameters: any;
  93804. /**
  93805. * Max number of lights that can be used in the shader.
  93806. */
  93807. maxSimultaneousLights: number;
  93808. /**
  93809. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  93810. */
  93811. transformFeedbackVaryings: Nullable<string[]>;
  93812. }
  93813. /**
  93814. * Effect containing vertex and fragment shader that can be executed on an object.
  93815. */
  93816. export class Effect implements IDisposable {
  93817. /**
  93818. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  93819. */
  93820. static ShadersRepository: string;
  93821. /**
  93822. * Name of the effect.
  93823. */
  93824. name: any;
  93825. /**
  93826. * String container all the define statements that should be set on the shader.
  93827. */
  93828. defines: string;
  93829. /**
  93830. * Callback that will be called when the shader is compiled.
  93831. */
  93832. onCompiled: Nullable<(effect: Effect) => void>;
  93833. /**
  93834. * Callback that will be called if an error occurs during shader compilation.
  93835. */
  93836. onError: Nullable<(effect: Effect, errors: string) => void>;
  93837. /**
  93838. * Callback that will be called when effect is bound.
  93839. */
  93840. onBind: Nullable<(effect: Effect) => void>;
  93841. /**
  93842. * Unique ID of the effect.
  93843. */
  93844. uniqueId: number;
  93845. /**
  93846. * Observable that will be called when the shader is compiled.
  93847. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  93848. */
  93849. onCompileObservable: Observable<Effect>;
  93850. /**
  93851. * Observable that will be called if an error occurs during shader compilation.
  93852. */
  93853. onErrorObservable: Observable<Effect>;
  93854. /** @hidden */
  93855. _onBindObservable: Nullable<Observable<Effect>>;
  93856. /**
  93857. * Observable that will be called when effect is bound.
  93858. */
  93859. readonly onBindObservable: Observable<Effect>;
  93860. /** @hidden */
  93861. _bonesComputationForcedToCPU: boolean;
  93862. private static _uniqueIdSeed;
  93863. private _engine;
  93864. private _uniformBuffersNames;
  93865. private _uniformsNames;
  93866. private _samplerList;
  93867. private _samplers;
  93868. private _isReady;
  93869. private _compilationError;
  93870. private _attributesNames;
  93871. private _attributes;
  93872. private _uniforms;
  93873. /**
  93874. * Key for the effect.
  93875. * @hidden
  93876. */
  93877. _key: string;
  93878. private _indexParameters;
  93879. private _fallbacks;
  93880. private _vertexSourceCode;
  93881. private _fragmentSourceCode;
  93882. private _vertexSourceCodeOverride;
  93883. private _fragmentSourceCodeOverride;
  93884. private _transformFeedbackVaryings;
  93885. /**
  93886. * Compiled shader to webGL program.
  93887. * @hidden
  93888. */
  93889. _pipelineContext: Nullable<IPipelineContext>;
  93890. private _valueCache;
  93891. private static _baseCache;
  93892. /**
  93893. * Instantiates an effect.
  93894. * An effect can be used to create/manage/execute vertex and fragment shaders.
  93895. * @param baseName Name of the effect.
  93896. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  93897. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  93898. * @param samplers List of sampler variables that will be passed to the shader.
  93899. * @param engine Engine to be used to render the effect
  93900. * @param defines Define statements to be added to the shader.
  93901. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  93902. * @param onCompiled Callback that will be called when the shader is compiled.
  93903. * @param onError Callback that will be called if an error occurs during shader compilation.
  93904. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  93905. */
  93906. 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);
  93907. private _useFinalCode;
  93908. /**
  93909. * Unique key for this effect
  93910. */
  93911. readonly key: string;
  93912. /**
  93913. * If the effect has been compiled and prepared.
  93914. * @returns if the effect is compiled and prepared.
  93915. */
  93916. isReady(): boolean;
  93917. private _isReadyInternal;
  93918. /**
  93919. * The engine the effect was initialized with.
  93920. * @returns the engine.
  93921. */
  93922. getEngine(): Engine;
  93923. /**
  93924. * The pipeline context for this effect
  93925. * @returns the associated pipeline context
  93926. */
  93927. getPipelineContext(): Nullable<IPipelineContext>;
  93928. /**
  93929. * The set of names of attribute variables for the shader.
  93930. * @returns An array of attribute names.
  93931. */
  93932. getAttributesNames(): string[];
  93933. /**
  93934. * Returns the attribute at the given index.
  93935. * @param index The index of the attribute.
  93936. * @returns The location of the attribute.
  93937. */
  93938. getAttributeLocation(index: number): number;
  93939. /**
  93940. * Returns the attribute based on the name of the variable.
  93941. * @param name of the attribute to look up.
  93942. * @returns the attribute location.
  93943. */
  93944. getAttributeLocationByName(name: string): number;
  93945. /**
  93946. * The number of attributes.
  93947. * @returns the numnber of attributes.
  93948. */
  93949. getAttributesCount(): number;
  93950. /**
  93951. * Gets the index of a uniform variable.
  93952. * @param uniformName of the uniform to look up.
  93953. * @returns the index.
  93954. */
  93955. getUniformIndex(uniformName: string): number;
  93956. /**
  93957. * Returns the attribute based on the name of the variable.
  93958. * @param uniformName of the uniform to look up.
  93959. * @returns the location of the uniform.
  93960. */
  93961. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  93962. /**
  93963. * Returns an array of sampler variable names
  93964. * @returns The array of sampler variable neames.
  93965. */
  93966. getSamplers(): string[];
  93967. /**
  93968. * The error from the last compilation.
  93969. * @returns the error string.
  93970. */
  93971. getCompilationError(): string;
  93972. /**
  93973. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  93974. * @param func The callback to be used.
  93975. */
  93976. executeWhenCompiled(func: (effect: Effect) => void): void;
  93977. private _checkIsReady;
  93978. /** @hidden */
  93979. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  93980. /** @hidden */
  93981. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  93982. /** @hidden */
  93983. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  93984. /**
  93985. * Recompiles the webGL program
  93986. * @param vertexSourceCode The source code for the vertex shader.
  93987. * @param fragmentSourceCode The source code for the fragment shader.
  93988. * @param onCompiled Callback called when completed.
  93989. * @param onError Callback called on error.
  93990. * @hidden
  93991. */
  93992. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  93993. /**
  93994. * Prepares the effect
  93995. * @hidden
  93996. */
  93997. _prepareEffect(): void;
  93998. private _processCompilationErrors;
  93999. /**
  94000. * Checks if the effect is supported. (Must be called after compilation)
  94001. */
  94002. readonly isSupported: boolean;
  94003. /**
  94004. * Binds a texture to the engine to be used as output of the shader.
  94005. * @param channel Name of the output variable.
  94006. * @param texture Texture to bind.
  94007. * @hidden
  94008. */
  94009. _bindTexture(channel: string, texture: InternalTexture): void;
  94010. /**
  94011. * Sets a texture on the engine to be used in the shader.
  94012. * @param channel Name of the sampler variable.
  94013. * @param texture Texture to set.
  94014. */
  94015. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  94016. /**
  94017. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  94018. * @param channel Name of the sampler variable.
  94019. * @param texture Texture to set.
  94020. */
  94021. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  94022. /**
  94023. * Sets an array of textures on the engine to be used in the shader.
  94024. * @param channel Name of the variable.
  94025. * @param textures Textures to set.
  94026. */
  94027. setTextureArray(channel: string, textures: BaseTexture[]): void;
  94028. /**
  94029. * 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)
  94030. * @param channel Name of the sampler variable.
  94031. * @param postProcess Post process to get the input texture from.
  94032. */
  94033. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  94034. /**
  94035. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  94036. * 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)
  94037. * @param channel Name of the sampler variable.
  94038. * @param postProcess Post process to get the output texture from.
  94039. */
  94040. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  94041. /** @hidden */
  94042. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  94043. /** @hidden */
  94044. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  94045. /** @hidden */
  94046. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  94047. /** @hidden */
  94048. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  94049. /**
  94050. * Binds a buffer to a uniform.
  94051. * @param buffer Buffer to bind.
  94052. * @param name Name of the uniform variable to bind to.
  94053. */
  94054. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  94055. /**
  94056. * Binds block to a uniform.
  94057. * @param blockName Name of the block to bind.
  94058. * @param index Index to bind.
  94059. */
  94060. bindUniformBlock(blockName: string, index: number): void;
  94061. /**
  94062. * Sets an interger value on a uniform variable.
  94063. * @param uniformName Name of the variable.
  94064. * @param value Value to be set.
  94065. * @returns this effect.
  94066. */
  94067. setInt(uniformName: string, value: number): Effect;
  94068. /**
  94069. * Sets an int array on a uniform variable.
  94070. * @param uniformName Name of the variable.
  94071. * @param array array to be set.
  94072. * @returns this effect.
  94073. */
  94074. setIntArray(uniformName: string, array: Int32Array): Effect;
  94075. /**
  94076. * 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)
  94077. * @param uniformName Name of the variable.
  94078. * @param array array to be set.
  94079. * @returns this effect.
  94080. */
  94081. setIntArray2(uniformName: string, array: Int32Array): Effect;
  94082. /**
  94083. * 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)
  94084. * @param uniformName Name of the variable.
  94085. * @param array array to be set.
  94086. * @returns this effect.
  94087. */
  94088. setIntArray3(uniformName: string, array: Int32Array): Effect;
  94089. /**
  94090. * 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)
  94091. * @param uniformName Name of the variable.
  94092. * @param array array to be set.
  94093. * @returns this effect.
  94094. */
  94095. setIntArray4(uniformName: string, array: Int32Array): Effect;
  94096. /**
  94097. * Sets an float array on a uniform variable.
  94098. * @param uniformName Name of the variable.
  94099. * @param array array to be set.
  94100. * @returns this effect.
  94101. */
  94102. setFloatArray(uniformName: string, array: Float32Array): Effect;
  94103. /**
  94104. * 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)
  94105. * @param uniformName Name of the variable.
  94106. * @param array array to be set.
  94107. * @returns this effect.
  94108. */
  94109. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  94110. /**
  94111. * 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)
  94112. * @param uniformName Name of the variable.
  94113. * @param array array to be set.
  94114. * @returns this effect.
  94115. */
  94116. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  94117. /**
  94118. * 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)
  94119. * @param uniformName Name of the variable.
  94120. * @param array array to be set.
  94121. * @returns this effect.
  94122. */
  94123. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  94124. /**
  94125. * Sets an array on a uniform variable.
  94126. * @param uniformName Name of the variable.
  94127. * @param array array to be set.
  94128. * @returns this effect.
  94129. */
  94130. setArray(uniformName: string, array: number[]): Effect;
  94131. /**
  94132. * 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)
  94133. * @param uniformName Name of the variable.
  94134. * @param array array to be set.
  94135. * @returns this effect.
  94136. */
  94137. setArray2(uniformName: string, array: number[]): Effect;
  94138. /**
  94139. * 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)
  94140. * @param uniformName Name of the variable.
  94141. * @param array array to be set.
  94142. * @returns this effect.
  94143. */
  94144. setArray3(uniformName: string, array: number[]): Effect;
  94145. /**
  94146. * 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)
  94147. * @param uniformName Name of the variable.
  94148. * @param array array to be set.
  94149. * @returns this effect.
  94150. */
  94151. setArray4(uniformName: string, array: number[]): Effect;
  94152. /**
  94153. * Sets matrices on a uniform variable.
  94154. * @param uniformName Name of the variable.
  94155. * @param matrices matrices to be set.
  94156. * @returns this effect.
  94157. */
  94158. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  94159. /**
  94160. * Sets matrix on a uniform variable.
  94161. * @param uniformName Name of the variable.
  94162. * @param matrix matrix to be set.
  94163. * @returns this effect.
  94164. */
  94165. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  94166. /**
  94167. * 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)
  94168. * @param uniformName Name of the variable.
  94169. * @param matrix matrix to be set.
  94170. * @returns this effect.
  94171. */
  94172. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  94173. /**
  94174. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  94175. * @param uniformName Name of the variable.
  94176. * @param matrix matrix to be set.
  94177. * @returns this effect.
  94178. */
  94179. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  94180. /**
  94181. * Sets a float on a uniform variable.
  94182. * @param uniformName Name of the variable.
  94183. * @param value value to be set.
  94184. * @returns this effect.
  94185. */
  94186. setFloat(uniformName: string, value: number): Effect;
  94187. /**
  94188. * Sets a boolean on a uniform variable.
  94189. * @param uniformName Name of the variable.
  94190. * @param bool value to be set.
  94191. * @returns this effect.
  94192. */
  94193. setBool(uniformName: string, bool: boolean): Effect;
  94194. /**
  94195. * Sets a Vector2 on a uniform variable.
  94196. * @param uniformName Name of the variable.
  94197. * @param vector2 vector2 to be set.
  94198. * @returns this effect.
  94199. */
  94200. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  94201. /**
  94202. * Sets a float2 on a uniform variable.
  94203. * @param uniformName Name of the variable.
  94204. * @param x First float in float2.
  94205. * @param y Second float in float2.
  94206. * @returns this effect.
  94207. */
  94208. setFloat2(uniformName: string, x: number, y: number): Effect;
  94209. /**
  94210. * Sets a Vector3 on a uniform variable.
  94211. * @param uniformName Name of the variable.
  94212. * @param vector3 Value to be set.
  94213. * @returns this effect.
  94214. */
  94215. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  94216. /**
  94217. * Sets a float3 on a uniform variable.
  94218. * @param uniformName Name of the variable.
  94219. * @param x First float in float3.
  94220. * @param y Second float in float3.
  94221. * @param z Third float in float3.
  94222. * @returns this effect.
  94223. */
  94224. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  94225. /**
  94226. * Sets a Vector4 on a uniform variable.
  94227. * @param uniformName Name of the variable.
  94228. * @param vector4 Value to be set.
  94229. * @returns this effect.
  94230. */
  94231. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  94232. /**
  94233. * Sets a float4 on a uniform variable.
  94234. * @param uniformName Name of the variable.
  94235. * @param x First float in float4.
  94236. * @param y Second float in float4.
  94237. * @param z Third float in float4.
  94238. * @param w Fourth float in float4.
  94239. * @returns this effect.
  94240. */
  94241. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  94242. /**
  94243. * Sets a Color3 on a uniform variable.
  94244. * @param uniformName Name of the variable.
  94245. * @param color3 Value to be set.
  94246. * @returns this effect.
  94247. */
  94248. setColor3(uniformName: string, color3: IColor3Like): Effect;
  94249. /**
  94250. * Sets a Color4 on a uniform variable.
  94251. * @param uniformName Name of the variable.
  94252. * @param color3 Value to be set.
  94253. * @param alpha Alpha value to be set.
  94254. * @returns this effect.
  94255. */
  94256. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  94257. /**
  94258. * Sets a Color4 on a uniform variable
  94259. * @param uniformName defines the name of the variable
  94260. * @param color4 defines the value to be set
  94261. * @returns this effect.
  94262. */
  94263. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  94264. /** Release all associated resources */
  94265. dispose(): void;
  94266. /**
  94267. * This function will add a new shader to the shader store
  94268. * @param name the name of the shader
  94269. * @param pixelShader optional pixel shader content
  94270. * @param vertexShader optional vertex shader content
  94271. */
  94272. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  94273. /**
  94274. * Store of each shader (The can be looked up using effect.key)
  94275. */
  94276. static ShadersStore: {
  94277. [key: string]: string;
  94278. };
  94279. /**
  94280. * Store of each included file for a shader (The can be looked up using effect.key)
  94281. */
  94282. static IncludesShadersStore: {
  94283. [key: string]: string;
  94284. };
  94285. /**
  94286. * Resets the cache of effects.
  94287. */
  94288. static ResetCache(): void;
  94289. }
  94290. }
  94291. declare module BABYLON {
  94292. /**
  94293. * Uniform buffer objects.
  94294. *
  94295. * Handles blocks of uniform on the GPU.
  94296. *
  94297. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  94298. *
  94299. * For more information, please refer to :
  94300. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  94301. */
  94302. export class UniformBuffer {
  94303. private _engine;
  94304. private _buffer;
  94305. private _data;
  94306. private _bufferData;
  94307. private _dynamic?;
  94308. private _uniformLocations;
  94309. private _uniformSizes;
  94310. private _uniformLocationPointer;
  94311. private _needSync;
  94312. private _noUBO;
  94313. private _currentEffect;
  94314. private static _MAX_UNIFORM_SIZE;
  94315. private static _tempBuffer;
  94316. /**
  94317. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  94318. * This is dynamic to allow compat with webgl 1 and 2.
  94319. * You will need to pass the name of the uniform as well as the value.
  94320. */
  94321. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  94322. /**
  94323. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  94324. * This is dynamic to allow compat with webgl 1 and 2.
  94325. * You will need to pass the name of the uniform as well as the value.
  94326. */
  94327. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  94328. /**
  94329. * Lambda to Update a single float in a uniform buffer.
  94330. * This is dynamic to allow compat with webgl 1 and 2.
  94331. * You will need to pass the name of the uniform as well as the value.
  94332. */
  94333. updateFloat: (name: string, x: number) => void;
  94334. /**
  94335. * Lambda to Update a vec2 of float in a uniform buffer.
  94336. * This is dynamic to allow compat with webgl 1 and 2.
  94337. * You will need to pass the name of the uniform as well as the value.
  94338. */
  94339. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  94340. /**
  94341. * Lambda to Update a vec3 of float in a uniform buffer.
  94342. * This is dynamic to allow compat with webgl 1 and 2.
  94343. * You will need to pass the name of the uniform as well as the value.
  94344. */
  94345. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  94346. /**
  94347. * Lambda to Update a vec4 of float in a uniform buffer.
  94348. * This is dynamic to allow compat with webgl 1 and 2.
  94349. * You will need to pass the name of the uniform as well as the value.
  94350. */
  94351. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  94352. /**
  94353. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  94354. * This is dynamic to allow compat with webgl 1 and 2.
  94355. * You will need to pass the name of the uniform as well as the value.
  94356. */
  94357. updateMatrix: (name: string, mat: Matrix) => void;
  94358. /**
  94359. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  94360. * This is dynamic to allow compat with webgl 1 and 2.
  94361. * You will need to pass the name of the uniform as well as the value.
  94362. */
  94363. updateVector3: (name: string, vector: Vector3) => void;
  94364. /**
  94365. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  94366. * This is dynamic to allow compat with webgl 1 and 2.
  94367. * You will need to pass the name of the uniform as well as the value.
  94368. */
  94369. updateVector4: (name: string, vector: Vector4) => void;
  94370. /**
  94371. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  94372. * This is dynamic to allow compat with webgl 1 and 2.
  94373. * You will need to pass the name of the uniform as well as the value.
  94374. */
  94375. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  94376. /**
  94377. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  94378. * This is dynamic to allow compat with webgl 1 and 2.
  94379. * You will need to pass the name of the uniform as well as the value.
  94380. */
  94381. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  94382. /**
  94383. * Instantiates a new Uniform buffer objects.
  94384. *
  94385. * Handles blocks of uniform on the GPU.
  94386. *
  94387. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  94388. *
  94389. * For more information, please refer to :
  94390. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  94391. * @param engine Define the engine the buffer is associated with
  94392. * @param data Define the data contained in the buffer
  94393. * @param dynamic Define if the buffer is updatable
  94394. */
  94395. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  94396. /**
  94397. * Indicates if the buffer is using the WebGL2 UBO implementation,
  94398. * or just falling back on setUniformXXX calls.
  94399. */
  94400. readonly useUbo: boolean;
  94401. /**
  94402. * Indicates if the WebGL underlying uniform buffer is in sync
  94403. * with the javascript cache data.
  94404. */
  94405. readonly isSync: boolean;
  94406. /**
  94407. * Indicates if the WebGL underlying uniform buffer is dynamic.
  94408. * Also, a dynamic UniformBuffer will disable cache verification and always
  94409. * update the underlying WebGL uniform buffer to the GPU.
  94410. * @returns if Dynamic, otherwise false
  94411. */
  94412. isDynamic(): boolean;
  94413. /**
  94414. * The data cache on JS side.
  94415. * @returns the underlying data as a float array
  94416. */
  94417. getData(): Float32Array;
  94418. /**
  94419. * The underlying WebGL Uniform buffer.
  94420. * @returns the webgl buffer
  94421. */
  94422. getBuffer(): Nullable<DataBuffer>;
  94423. /**
  94424. * std140 layout specifies how to align data within an UBO structure.
  94425. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  94426. * for specs.
  94427. */
  94428. private _fillAlignment;
  94429. /**
  94430. * Adds an uniform in the buffer.
  94431. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  94432. * for the layout to be correct !
  94433. * @param name Name of the uniform, as used in the uniform block in the shader.
  94434. * @param size Data size, or data directly.
  94435. */
  94436. addUniform(name: string, size: number | number[]): void;
  94437. /**
  94438. * Adds a Matrix 4x4 to the uniform buffer.
  94439. * @param name Name of the uniform, as used in the uniform block in the shader.
  94440. * @param mat A 4x4 matrix.
  94441. */
  94442. addMatrix(name: string, mat: Matrix): void;
  94443. /**
  94444. * Adds a vec2 to the uniform buffer.
  94445. * @param name Name of the uniform, as used in the uniform block in the shader.
  94446. * @param x Define the x component value of the vec2
  94447. * @param y Define the y component value of the vec2
  94448. */
  94449. addFloat2(name: string, x: number, y: number): void;
  94450. /**
  94451. * Adds a vec3 to the uniform buffer.
  94452. * @param name Name of the uniform, as used in the uniform block in the shader.
  94453. * @param x Define the x component value of the vec3
  94454. * @param y Define the y component value of the vec3
  94455. * @param z Define the z component value of the vec3
  94456. */
  94457. addFloat3(name: string, x: number, y: number, z: number): void;
  94458. /**
  94459. * Adds a vec3 to the uniform buffer.
  94460. * @param name Name of the uniform, as used in the uniform block in the shader.
  94461. * @param color Define the vec3 from a Color
  94462. */
  94463. addColor3(name: string, color: Color3): void;
  94464. /**
  94465. * Adds a vec4 to the uniform buffer.
  94466. * @param name Name of the uniform, as used in the uniform block in the shader.
  94467. * @param color Define the rgb components from a Color
  94468. * @param alpha Define the a component of the vec4
  94469. */
  94470. addColor4(name: string, color: Color3, alpha: number): void;
  94471. /**
  94472. * Adds a vec3 to the uniform buffer.
  94473. * @param name Name of the uniform, as used in the uniform block in the shader.
  94474. * @param vector Define the vec3 components from a Vector
  94475. */
  94476. addVector3(name: string, vector: Vector3): void;
  94477. /**
  94478. * Adds a Matrix 3x3 to the uniform buffer.
  94479. * @param name Name of the uniform, as used in the uniform block in the shader.
  94480. */
  94481. addMatrix3x3(name: string): void;
  94482. /**
  94483. * Adds a Matrix 2x2 to the uniform buffer.
  94484. * @param name Name of the uniform, as used in the uniform block in the shader.
  94485. */
  94486. addMatrix2x2(name: string): void;
  94487. /**
  94488. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  94489. */
  94490. create(): void;
  94491. /** @hidden */
  94492. _rebuild(): void;
  94493. /**
  94494. * Updates the WebGL Uniform Buffer on the GPU.
  94495. * If the `dynamic` flag is set to true, no cache comparison is done.
  94496. * Otherwise, the buffer will be updated only if the cache differs.
  94497. */
  94498. update(): void;
  94499. /**
  94500. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  94501. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  94502. * @param data Define the flattened data
  94503. * @param size Define the size of the data.
  94504. */
  94505. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  94506. private _valueCache;
  94507. private _cacheMatrix;
  94508. private _updateMatrix3x3ForUniform;
  94509. private _updateMatrix3x3ForEffect;
  94510. private _updateMatrix2x2ForEffect;
  94511. private _updateMatrix2x2ForUniform;
  94512. private _updateFloatForEffect;
  94513. private _updateFloatForUniform;
  94514. private _updateFloat2ForEffect;
  94515. private _updateFloat2ForUniform;
  94516. private _updateFloat3ForEffect;
  94517. private _updateFloat3ForUniform;
  94518. private _updateFloat4ForEffect;
  94519. private _updateFloat4ForUniform;
  94520. private _updateMatrixForEffect;
  94521. private _updateMatrixForUniform;
  94522. private _updateVector3ForEffect;
  94523. private _updateVector3ForUniform;
  94524. private _updateVector4ForEffect;
  94525. private _updateVector4ForUniform;
  94526. private _updateColor3ForEffect;
  94527. private _updateColor3ForUniform;
  94528. private _updateColor4ForEffect;
  94529. private _updateColor4ForUniform;
  94530. /**
  94531. * Sets a sampler uniform on the effect.
  94532. * @param name Define the name of the sampler.
  94533. * @param texture Define the texture to set in the sampler
  94534. */
  94535. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  94536. /**
  94537. * Directly updates the value of the uniform in the cache AND on the GPU.
  94538. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  94539. * @param data Define the flattened data
  94540. */
  94541. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  94542. /**
  94543. * Binds this uniform buffer to an effect.
  94544. * @param effect Define the effect to bind the buffer to
  94545. * @param name Name of the uniform block in the shader.
  94546. */
  94547. bindToEffect(effect: Effect, name: string): void;
  94548. /**
  94549. * Disposes the uniform buffer.
  94550. */
  94551. dispose(): void;
  94552. }
  94553. }
  94554. declare module BABYLON {
  94555. /**
  94556. * Class used to work with sound analyzer using fast fourier transform (FFT)
  94557. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94558. */
  94559. export class Analyser {
  94560. /**
  94561. * Gets or sets the smoothing
  94562. * @ignorenaming
  94563. */
  94564. SMOOTHING: number;
  94565. /**
  94566. * Gets or sets the FFT table size
  94567. * @ignorenaming
  94568. */
  94569. FFT_SIZE: number;
  94570. /**
  94571. * Gets or sets the bar graph amplitude
  94572. * @ignorenaming
  94573. */
  94574. BARGRAPHAMPLITUDE: number;
  94575. /**
  94576. * Gets or sets the position of the debug canvas
  94577. * @ignorenaming
  94578. */
  94579. DEBUGCANVASPOS: {
  94580. x: number;
  94581. y: number;
  94582. };
  94583. /**
  94584. * Gets or sets the debug canvas size
  94585. * @ignorenaming
  94586. */
  94587. DEBUGCANVASSIZE: {
  94588. width: number;
  94589. height: number;
  94590. };
  94591. private _byteFreqs;
  94592. private _byteTime;
  94593. private _floatFreqs;
  94594. private _webAudioAnalyser;
  94595. private _debugCanvas;
  94596. private _debugCanvasContext;
  94597. private _scene;
  94598. private _registerFunc;
  94599. private _audioEngine;
  94600. /**
  94601. * Creates a new analyser
  94602. * @param scene defines hosting scene
  94603. */
  94604. constructor(scene: Scene);
  94605. /**
  94606. * Get the number of data values you will have to play with for the visualization
  94607. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  94608. * @returns a number
  94609. */
  94610. getFrequencyBinCount(): number;
  94611. /**
  94612. * Gets the current frequency data as a byte array
  94613. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  94614. * @returns a Uint8Array
  94615. */
  94616. getByteFrequencyData(): Uint8Array;
  94617. /**
  94618. * Gets the current waveform as a byte array
  94619. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  94620. * @returns a Uint8Array
  94621. */
  94622. getByteTimeDomainData(): Uint8Array;
  94623. /**
  94624. * Gets the current frequency data as a float array
  94625. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  94626. * @returns a Float32Array
  94627. */
  94628. getFloatFrequencyData(): Float32Array;
  94629. /**
  94630. * Renders the debug canvas
  94631. */
  94632. drawDebugCanvas(): void;
  94633. /**
  94634. * Stops rendering the debug canvas and removes it
  94635. */
  94636. stopDebugCanvas(): void;
  94637. /**
  94638. * Connects two audio nodes
  94639. * @param inputAudioNode defines first node to connect
  94640. * @param outputAudioNode defines second node to connect
  94641. */
  94642. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  94643. /**
  94644. * Releases all associated resources
  94645. */
  94646. dispose(): void;
  94647. }
  94648. }
  94649. declare module BABYLON {
  94650. /**
  94651. * This represents an audio engine and it is responsible
  94652. * to play, synchronize and analyse sounds throughout the application.
  94653. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94654. */
  94655. export interface IAudioEngine extends IDisposable {
  94656. /**
  94657. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  94658. */
  94659. readonly canUseWebAudio: boolean;
  94660. /**
  94661. * Gets the current AudioContext if available.
  94662. */
  94663. readonly audioContext: Nullable<AudioContext>;
  94664. /**
  94665. * The master gain node defines the global audio volume of your audio engine.
  94666. */
  94667. readonly masterGain: GainNode;
  94668. /**
  94669. * Gets whether or not mp3 are supported by your browser.
  94670. */
  94671. readonly isMP3supported: boolean;
  94672. /**
  94673. * Gets whether or not ogg are supported by your browser.
  94674. */
  94675. readonly isOGGsupported: boolean;
  94676. /**
  94677. * Defines if Babylon should emit a warning if WebAudio is not supported.
  94678. * @ignoreNaming
  94679. */
  94680. WarnedWebAudioUnsupported: boolean;
  94681. /**
  94682. * Defines if the audio engine relies on a custom unlocked button.
  94683. * In this case, the embedded button will not be displayed.
  94684. */
  94685. useCustomUnlockedButton: boolean;
  94686. /**
  94687. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  94688. */
  94689. readonly unlocked: boolean;
  94690. /**
  94691. * Event raised when audio has been unlocked on the browser.
  94692. */
  94693. onAudioUnlockedObservable: Observable<AudioEngine>;
  94694. /**
  94695. * Event raised when audio has been locked on the browser.
  94696. */
  94697. onAudioLockedObservable: Observable<AudioEngine>;
  94698. /**
  94699. * Flags the audio engine in Locked state.
  94700. * This happens due to new browser policies preventing audio to autoplay.
  94701. */
  94702. lock(): void;
  94703. /**
  94704. * Unlocks the audio engine once a user action has been done on the dom.
  94705. * This is helpful to resume play once browser policies have been satisfied.
  94706. */
  94707. unlock(): void;
  94708. }
  94709. /**
  94710. * This represents the default audio engine used in babylon.
  94711. * It is responsible to play, synchronize and analyse sounds throughout the application.
  94712. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94713. */
  94714. export class AudioEngine implements IAudioEngine {
  94715. private _audioContext;
  94716. private _audioContextInitialized;
  94717. private _muteButton;
  94718. private _hostElement;
  94719. /**
  94720. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  94721. */
  94722. canUseWebAudio: boolean;
  94723. /**
  94724. * The master gain node defines the global audio volume of your audio engine.
  94725. */
  94726. masterGain: GainNode;
  94727. /**
  94728. * Defines if Babylon should emit a warning if WebAudio is not supported.
  94729. * @ignoreNaming
  94730. */
  94731. WarnedWebAudioUnsupported: boolean;
  94732. /**
  94733. * Gets whether or not mp3 are supported by your browser.
  94734. */
  94735. isMP3supported: boolean;
  94736. /**
  94737. * Gets whether or not ogg are supported by your browser.
  94738. */
  94739. isOGGsupported: boolean;
  94740. /**
  94741. * Gets whether audio has been unlocked on the device.
  94742. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  94743. * a user interaction has happened.
  94744. */
  94745. unlocked: boolean;
  94746. /**
  94747. * Defines if the audio engine relies on a custom unlocked button.
  94748. * In this case, the embedded button will not be displayed.
  94749. */
  94750. useCustomUnlockedButton: boolean;
  94751. /**
  94752. * Event raised when audio has been unlocked on the browser.
  94753. */
  94754. onAudioUnlockedObservable: Observable<AudioEngine>;
  94755. /**
  94756. * Event raised when audio has been locked on the browser.
  94757. */
  94758. onAudioLockedObservable: Observable<AudioEngine>;
  94759. /**
  94760. * Gets the current AudioContext if available.
  94761. */
  94762. readonly audioContext: Nullable<AudioContext>;
  94763. private _connectedAnalyser;
  94764. /**
  94765. * Instantiates a new audio engine.
  94766. *
  94767. * There should be only one per page as some browsers restrict the number
  94768. * of audio contexts you can create.
  94769. * @param hostElement defines the host element where to display the mute icon if necessary
  94770. */
  94771. constructor(hostElement?: Nullable<HTMLElement>);
  94772. /**
  94773. * Flags the audio engine in Locked state.
  94774. * This happens due to new browser policies preventing audio to autoplay.
  94775. */
  94776. lock(): void;
  94777. /**
  94778. * Unlocks the audio engine once a user action has been done on the dom.
  94779. * This is helpful to resume play once browser policies have been satisfied.
  94780. */
  94781. unlock(): void;
  94782. private _resumeAudioContext;
  94783. private _initializeAudioContext;
  94784. private _tryToRun;
  94785. private _triggerRunningState;
  94786. private _triggerSuspendedState;
  94787. private _displayMuteButton;
  94788. private _moveButtonToTopLeft;
  94789. private _onResize;
  94790. private _hideMuteButton;
  94791. /**
  94792. * Destroy and release the resources associated with the audio ccontext.
  94793. */
  94794. dispose(): void;
  94795. /**
  94796. * Gets the global volume sets on the master gain.
  94797. * @returns the global volume if set or -1 otherwise
  94798. */
  94799. getGlobalVolume(): number;
  94800. /**
  94801. * Sets the global volume of your experience (sets on the master gain).
  94802. * @param newVolume Defines the new global volume of the application
  94803. */
  94804. setGlobalVolume(newVolume: number): void;
  94805. /**
  94806. * Connect the audio engine to an audio analyser allowing some amazing
  94807. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  94808. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  94809. * @param analyser The analyser to connect to the engine
  94810. */
  94811. connectToAnalyser(analyser: Analyser): void;
  94812. }
  94813. }
  94814. declare module BABYLON {
  94815. /**
  94816. * Interface used to present a loading screen while loading a scene
  94817. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94818. */
  94819. export interface ILoadingScreen {
  94820. /**
  94821. * Function called to display the loading screen
  94822. */
  94823. displayLoadingUI: () => void;
  94824. /**
  94825. * Function called to hide the loading screen
  94826. */
  94827. hideLoadingUI: () => void;
  94828. /**
  94829. * Gets or sets the color to use for the background
  94830. */
  94831. loadingUIBackgroundColor: string;
  94832. /**
  94833. * Gets or sets the text to display while loading
  94834. */
  94835. loadingUIText: string;
  94836. }
  94837. /**
  94838. * Class used for the default loading screen
  94839. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94840. */
  94841. export class DefaultLoadingScreen implements ILoadingScreen {
  94842. private _renderingCanvas;
  94843. private _loadingText;
  94844. private _loadingDivBackgroundColor;
  94845. private _loadingDiv;
  94846. private _loadingTextDiv;
  94847. /** Gets or sets the logo url to use for the default loading screen */
  94848. static DefaultLogoUrl: string;
  94849. /** Gets or sets the spinner url to use for the default loading screen */
  94850. static DefaultSpinnerUrl: string;
  94851. /**
  94852. * Creates a new default loading screen
  94853. * @param _renderingCanvas defines the canvas used to render the scene
  94854. * @param _loadingText defines the default text to display
  94855. * @param _loadingDivBackgroundColor defines the default background color
  94856. */
  94857. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  94858. /**
  94859. * Function called to display the loading screen
  94860. */
  94861. displayLoadingUI(): void;
  94862. /**
  94863. * Function called to hide the loading screen
  94864. */
  94865. hideLoadingUI(): void;
  94866. /**
  94867. * Gets or sets the text to display while loading
  94868. */
  94869. loadingUIText: string;
  94870. /**
  94871. * Gets or sets the color to use for the background
  94872. */
  94873. loadingUIBackgroundColor: string;
  94874. private _resizeLoadingUI;
  94875. }
  94876. }
  94877. declare module BABYLON {
  94878. /** @hidden */
  94879. export class WebGLPipelineContext implements IPipelineContext {
  94880. engine: Engine;
  94881. program: Nullable<WebGLProgram>;
  94882. context?: WebGLRenderingContext;
  94883. vertexShader?: WebGLShader;
  94884. fragmentShader?: WebGLShader;
  94885. isParallelCompiled: boolean;
  94886. onCompiled?: () => void;
  94887. transformFeedback?: WebGLTransformFeedback | null;
  94888. readonly isAsync: boolean;
  94889. readonly isReady: boolean;
  94890. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  94891. }
  94892. }
  94893. declare module BABYLON {
  94894. /** @hidden */
  94895. export class WebGLDataBuffer extends DataBuffer {
  94896. private _buffer;
  94897. constructor(resource: WebGLBuffer);
  94898. readonly underlyingResource: any;
  94899. }
  94900. }
  94901. declare module BABYLON {
  94902. /** @hidden */
  94903. export class WebGL2ShaderProcessor implements IShaderProcessor {
  94904. attributeProcessor(attribute: string): string;
  94905. varyingProcessor(varying: string, isFragment: boolean): string;
  94906. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  94907. }
  94908. }
  94909. declare module BABYLON {
  94910. /**
  94911. * This class is used to track a performance counter which is number based.
  94912. * The user has access to many properties which give statistics of different nature.
  94913. *
  94914. * The implementer can track two kinds of Performance Counter: time and count.
  94915. * 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.
  94916. * 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.
  94917. */
  94918. export class PerfCounter {
  94919. /**
  94920. * Gets or sets a global boolean to turn on and off all the counters
  94921. */
  94922. static Enabled: boolean;
  94923. /**
  94924. * Returns the smallest value ever
  94925. */
  94926. readonly min: number;
  94927. /**
  94928. * Returns the biggest value ever
  94929. */
  94930. readonly max: number;
  94931. /**
  94932. * Returns the average value since the performance counter is running
  94933. */
  94934. readonly average: number;
  94935. /**
  94936. * Returns the average value of the last second the counter was monitored
  94937. */
  94938. readonly lastSecAverage: number;
  94939. /**
  94940. * Returns the current value
  94941. */
  94942. readonly current: number;
  94943. /**
  94944. * Gets the accumulated total
  94945. */
  94946. readonly total: number;
  94947. /**
  94948. * Gets the total value count
  94949. */
  94950. readonly count: number;
  94951. /**
  94952. * Creates a new counter
  94953. */
  94954. constructor();
  94955. /**
  94956. * Call this method to start monitoring a new frame.
  94957. * 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.
  94958. */
  94959. fetchNewFrame(): void;
  94960. /**
  94961. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  94962. * @param newCount the count value to add to the monitored count
  94963. * @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.
  94964. */
  94965. addCount(newCount: number, fetchResult: boolean): void;
  94966. /**
  94967. * Start monitoring this performance counter
  94968. */
  94969. beginMonitoring(): void;
  94970. /**
  94971. * Compute the time lapsed since the previous beginMonitoring() call.
  94972. * @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
  94973. */
  94974. endMonitoring(newFrame?: boolean): void;
  94975. private _fetchResult;
  94976. private _startMonitoringTime;
  94977. private _min;
  94978. private _max;
  94979. private _average;
  94980. private _current;
  94981. private _totalValueCount;
  94982. private _totalAccumulated;
  94983. private _lastSecAverage;
  94984. private _lastSecAccumulated;
  94985. private _lastSecTime;
  94986. private _lastSecValueCount;
  94987. }
  94988. }
  94989. declare module BABYLON {
  94990. /**
  94991. * Interface for any object that can request an animation frame
  94992. */
  94993. export interface ICustomAnimationFrameRequester {
  94994. /**
  94995. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  94996. */
  94997. renderFunction?: Function;
  94998. /**
  94999. * Called to request the next frame to render to
  95000. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  95001. */
  95002. requestAnimationFrame: Function;
  95003. /**
  95004. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  95005. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  95006. */
  95007. requestID?: number;
  95008. }
  95009. }
  95010. declare module BABYLON {
  95011. /**
  95012. * Settings for finer control over video usage
  95013. */
  95014. export interface VideoTextureSettings {
  95015. /**
  95016. * Applies `autoplay` to video, if specified
  95017. */
  95018. autoPlay?: boolean;
  95019. /**
  95020. * Applies `loop` to video, if specified
  95021. */
  95022. loop?: boolean;
  95023. /**
  95024. * Automatically updates internal texture from video at every frame in the render loop
  95025. */
  95026. autoUpdateTexture: boolean;
  95027. /**
  95028. * Image src displayed during the video loading or until the user interacts with the video.
  95029. */
  95030. poster?: string;
  95031. }
  95032. /**
  95033. * If you want to display a video in your scene, this is the special texture for that.
  95034. * This special texture works similar to other textures, with the exception of a few parameters.
  95035. * @see https://doc.babylonjs.com/how_to/video_texture
  95036. */
  95037. export class VideoTexture extends Texture {
  95038. /**
  95039. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  95040. */
  95041. readonly autoUpdateTexture: boolean;
  95042. /**
  95043. * The video instance used by the texture internally
  95044. */
  95045. readonly video: HTMLVideoElement;
  95046. private _onUserActionRequestedObservable;
  95047. /**
  95048. * Event triggerd when a dom action is required by the user to play the video.
  95049. * This happens due to recent changes in browser policies preventing video to auto start.
  95050. */
  95051. readonly onUserActionRequestedObservable: Observable<Texture>;
  95052. private _generateMipMaps;
  95053. private _engine;
  95054. private _stillImageCaptured;
  95055. private _displayingPosterTexture;
  95056. private _settings;
  95057. private _createInternalTextureOnEvent;
  95058. private _frameId;
  95059. /**
  95060. * Creates a video texture.
  95061. * If you want to display a video in your scene, this is the special texture for that.
  95062. * This special texture works similar to other textures, with the exception of a few parameters.
  95063. * @see https://doc.babylonjs.com/how_to/video_texture
  95064. * @param name optional name, will detect from video source, if not defined
  95065. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  95066. * @param scene is obviously the current scene.
  95067. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  95068. * @param invertY is false by default but can be used to invert video on Y axis
  95069. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  95070. * @param settings allows finer control over video usage
  95071. */
  95072. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  95073. private _getName;
  95074. private _getVideo;
  95075. private _createInternalTexture;
  95076. private reset;
  95077. /**
  95078. * @hidden Internal method to initiate `update`.
  95079. */
  95080. _rebuild(): void;
  95081. /**
  95082. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  95083. */
  95084. update(): void;
  95085. /**
  95086. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  95087. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  95088. */
  95089. updateTexture(isVisible: boolean): void;
  95090. protected _updateInternalTexture: () => void;
  95091. /**
  95092. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  95093. * @param url New url.
  95094. */
  95095. updateURL(url: string): void;
  95096. /**
  95097. * Dispose the texture and release its associated resources.
  95098. */
  95099. dispose(): void;
  95100. /**
  95101. * Creates a video texture straight from a stream.
  95102. * @param scene Define the scene the texture should be created in
  95103. * @param stream Define the stream the texture should be created from
  95104. * @returns The created video texture as a promise
  95105. */
  95106. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  95107. /**
  95108. * Creates a video texture straight from your WebCam video feed.
  95109. * @param scene Define the scene the texture should be created in
  95110. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  95111. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  95112. * @returns The created video texture as a promise
  95113. */
  95114. static CreateFromWebCamAsync(scene: Scene, constraints: {
  95115. minWidth: number;
  95116. maxWidth: number;
  95117. minHeight: number;
  95118. maxHeight: number;
  95119. deviceId: string;
  95120. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  95121. /**
  95122. * Creates a video texture straight from your WebCam video feed.
  95123. * @param scene Define the scene the texture should be created in
  95124. * @param onReady Define a callback to triggered once the texture will be ready
  95125. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  95126. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  95127. */
  95128. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  95129. minWidth: number;
  95130. maxWidth: number;
  95131. minHeight: number;
  95132. maxHeight: number;
  95133. deviceId: string;
  95134. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  95135. }
  95136. }
  95137. declare module BABYLON {
  95138. /**
  95139. * Defines the interface used by objects containing a viewport (like a camera)
  95140. */
  95141. interface IViewportOwnerLike {
  95142. /**
  95143. * Gets or sets the viewport
  95144. */
  95145. viewport: IViewportLike;
  95146. }
  95147. /**
  95148. * Interface for attribute information associated with buffer instanciation
  95149. */
  95150. export class InstancingAttributeInfo {
  95151. /**
  95152. * Index/offset of the attribute in the vertex shader
  95153. */
  95154. index: number;
  95155. /**
  95156. * size of the attribute, 1, 2, 3 or 4
  95157. */
  95158. attributeSize: number;
  95159. /**
  95160. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  95161. * default is FLOAT
  95162. */
  95163. attribyteType: number;
  95164. /**
  95165. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  95166. */
  95167. normalized: boolean;
  95168. /**
  95169. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  95170. */
  95171. offset: number;
  95172. /**
  95173. * Name of the GLSL attribute, for debugging purpose only
  95174. */
  95175. attributeName: string;
  95176. }
  95177. /**
  95178. * Define options used to create a depth texture
  95179. */
  95180. export class DepthTextureCreationOptions {
  95181. /** Specifies whether or not a stencil should be allocated in the texture */
  95182. generateStencil?: boolean;
  95183. /** Specifies whether or not bilinear filtering is enable on the texture */
  95184. bilinearFiltering?: boolean;
  95185. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  95186. comparisonFunction?: number;
  95187. /** Specifies if the created texture is a cube texture */
  95188. isCube?: boolean;
  95189. }
  95190. /**
  95191. * Class used to describe the capabilities of the engine relatively to the current browser
  95192. */
  95193. export class EngineCapabilities {
  95194. /** Maximum textures units per fragment shader */
  95195. maxTexturesImageUnits: number;
  95196. /** Maximum texture units per vertex shader */
  95197. maxVertexTextureImageUnits: number;
  95198. /** Maximum textures units in the entire pipeline */
  95199. maxCombinedTexturesImageUnits: number;
  95200. /** Maximum texture size */
  95201. maxTextureSize: number;
  95202. /** Maximum cube texture size */
  95203. maxCubemapTextureSize: number;
  95204. /** Maximum render texture size */
  95205. maxRenderTextureSize: number;
  95206. /** Maximum number of vertex attributes */
  95207. maxVertexAttribs: number;
  95208. /** Maximum number of varyings */
  95209. maxVaryingVectors: number;
  95210. /** Maximum number of uniforms per vertex shader */
  95211. maxVertexUniformVectors: number;
  95212. /** Maximum number of uniforms per fragment shader */
  95213. maxFragmentUniformVectors: number;
  95214. /** Defines if standard derivates (dx/dy) are supported */
  95215. standardDerivatives: boolean;
  95216. /** Defines if s3tc texture compression is supported */
  95217. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  95218. /** Defines if pvrtc texture compression is supported */
  95219. pvrtc: any;
  95220. /** Defines if etc1 texture compression is supported */
  95221. etc1: any;
  95222. /** Defines if etc2 texture compression is supported */
  95223. etc2: any;
  95224. /** Defines if astc texture compression is supported */
  95225. astc: any;
  95226. /** Defines if float textures are supported */
  95227. textureFloat: boolean;
  95228. /** Defines if vertex array objects are supported */
  95229. vertexArrayObject: boolean;
  95230. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  95231. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  95232. /** Gets the maximum level of anisotropy supported */
  95233. maxAnisotropy: number;
  95234. /** Defines if instancing is supported */
  95235. instancedArrays: boolean;
  95236. /** Defines if 32 bits indices are supported */
  95237. uintIndices: boolean;
  95238. /** Defines if high precision shaders are supported */
  95239. highPrecisionShaderSupported: boolean;
  95240. /** Defines if depth reading in the fragment shader is supported */
  95241. fragmentDepthSupported: boolean;
  95242. /** Defines if float texture linear filtering is supported*/
  95243. textureFloatLinearFiltering: boolean;
  95244. /** Defines if rendering to float textures is supported */
  95245. textureFloatRender: boolean;
  95246. /** Defines if half float textures are supported*/
  95247. textureHalfFloat: boolean;
  95248. /** Defines if half float texture linear filtering is supported*/
  95249. textureHalfFloatLinearFiltering: boolean;
  95250. /** Defines if rendering to half float textures is supported */
  95251. textureHalfFloatRender: boolean;
  95252. /** Defines if textureLOD shader command is supported */
  95253. textureLOD: boolean;
  95254. /** Defines if draw buffers extension is supported */
  95255. drawBuffersExtension: boolean;
  95256. /** Defines if depth textures are supported */
  95257. depthTextureExtension: boolean;
  95258. /** Defines if float color buffer are supported */
  95259. colorBufferFloat: boolean;
  95260. /** Gets disjoint timer query extension (null if not supported) */
  95261. timerQuery: EXT_disjoint_timer_query;
  95262. /** Defines if timestamp can be used with timer query */
  95263. canUseTimestampForTimerQuery: boolean;
  95264. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  95265. multiview: any;
  95266. /** Function used to let the system compiles shaders in background */
  95267. parallelShaderCompile: {
  95268. COMPLETION_STATUS_KHR: number;
  95269. };
  95270. /** Max number of texture samples for MSAA */
  95271. maxMSAASamples: number;
  95272. }
  95273. /** Interface defining initialization parameters for Engine class */
  95274. export interface EngineOptions extends WebGLContextAttributes {
  95275. /**
  95276. * Defines if the engine should no exceed a specified device ratio
  95277. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  95278. */
  95279. limitDeviceRatio?: number;
  95280. /**
  95281. * Defines if webvr should be enabled automatically
  95282. * @see http://doc.babylonjs.com/how_to/webvr_camera
  95283. */
  95284. autoEnableWebVR?: boolean;
  95285. /**
  95286. * Defines if webgl2 should be turned off even if supported
  95287. * @see http://doc.babylonjs.com/features/webgl2
  95288. */
  95289. disableWebGL2Support?: boolean;
  95290. /**
  95291. * Defines if webaudio should be initialized as well
  95292. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  95293. */
  95294. audioEngine?: boolean;
  95295. /**
  95296. * Defines if animations should run using a deterministic lock step
  95297. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95298. */
  95299. deterministicLockstep?: boolean;
  95300. /** Defines the maximum steps to use with deterministic lock step mode */
  95301. lockstepMaxSteps?: number;
  95302. /**
  95303. * Defines that engine should ignore context lost events
  95304. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  95305. */
  95306. doNotHandleContextLost?: boolean;
  95307. /**
  95308. * Defines that engine should ignore modifying touch action attribute and style
  95309. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  95310. */
  95311. doNotHandleTouchAction?: boolean;
  95312. /**
  95313. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  95314. */
  95315. useHighPrecisionFloats?: boolean;
  95316. }
  95317. /**
  95318. * Defines the interface used by display changed events
  95319. */
  95320. export interface IDisplayChangedEventArgs {
  95321. /** Gets the vrDisplay object (if any) */
  95322. vrDisplay: Nullable<any>;
  95323. /** Gets a boolean indicating if webVR is supported */
  95324. vrSupported: boolean;
  95325. }
  95326. /**
  95327. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  95328. */
  95329. export class Engine {
  95330. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  95331. static ExceptionList: ({
  95332. key: string;
  95333. capture: string;
  95334. captureConstraint: number;
  95335. targets: string[];
  95336. } | {
  95337. key: string;
  95338. capture: null;
  95339. captureConstraint: null;
  95340. targets: string[];
  95341. })[];
  95342. /** Gets the list of created engines */
  95343. static readonly Instances: Engine[];
  95344. /**
  95345. * Gets the latest created engine
  95346. */
  95347. static readonly LastCreatedEngine: Nullable<Engine>;
  95348. /**
  95349. * Gets the latest created scene
  95350. */
  95351. static readonly LastCreatedScene: Nullable<Scene>;
  95352. /**
  95353. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  95354. * @param flag defines which part of the materials must be marked as dirty
  95355. * @param predicate defines a predicate used to filter which materials should be affected
  95356. */
  95357. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  95358. /** @hidden */
  95359. static _TextureLoaders: IInternalTextureLoader[];
  95360. /** Defines that alpha blending is disabled */
  95361. static readonly ALPHA_DISABLE: number;
  95362. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  95363. static readonly ALPHA_ADD: number;
  95364. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  95365. static readonly ALPHA_COMBINE: number;
  95366. /** Defines that alpha blending to DEST - SRC * DEST */
  95367. static readonly ALPHA_SUBTRACT: number;
  95368. /** Defines that alpha blending to SRC * DEST */
  95369. static readonly ALPHA_MULTIPLY: number;
  95370. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  95371. static readonly ALPHA_MAXIMIZED: number;
  95372. /** Defines that alpha blending to SRC + DEST */
  95373. static readonly ALPHA_ONEONE: number;
  95374. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  95375. static readonly ALPHA_PREMULTIPLIED: number;
  95376. /**
  95377. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  95378. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  95379. */
  95380. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  95381. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  95382. static readonly ALPHA_INTERPOLATE: number;
  95383. /**
  95384. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  95385. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  95386. */
  95387. static readonly ALPHA_SCREENMODE: number;
  95388. /** Defines that the ressource is not delayed*/
  95389. static readonly DELAYLOADSTATE_NONE: number;
  95390. /** Defines that the ressource was successfully delay loaded */
  95391. static readonly DELAYLOADSTATE_LOADED: number;
  95392. /** Defines that the ressource is currently delay loading */
  95393. static readonly DELAYLOADSTATE_LOADING: number;
  95394. /** Defines that the ressource is delayed and has not started loading */
  95395. static readonly DELAYLOADSTATE_NOTLOADED: number;
  95396. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  95397. static readonly NEVER: number;
  95398. /** 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 */
  95399. static readonly ALWAYS: number;
  95400. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  95401. static readonly LESS: number;
  95402. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  95403. static readonly EQUAL: number;
  95404. /** 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 */
  95405. static readonly LEQUAL: number;
  95406. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  95407. static readonly GREATER: number;
  95408. /** 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 */
  95409. static readonly GEQUAL: number;
  95410. /** 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 */
  95411. static readonly NOTEQUAL: number;
  95412. /** Passed to stencilOperation to specify that stencil value must be kept */
  95413. static readonly KEEP: number;
  95414. /** Passed to stencilOperation to specify that stencil value must be replaced */
  95415. static readonly REPLACE: number;
  95416. /** Passed to stencilOperation to specify that stencil value must be incremented */
  95417. static readonly INCR: number;
  95418. /** Passed to stencilOperation to specify that stencil value must be decremented */
  95419. static readonly DECR: number;
  95420. /** Passed to stencilOperation to specify that stencil value must be inverted */
  95421. static readonly INVERT: number;
  95422. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  95423. static readonly INCR_WRAP: number;
  95424. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  95425. static readonly DECR_WRAP: number;
  95426. /** Texture is not repeating outside of 0..1 UVs */
  95427. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  95428. /** Texture is repeating outside of 0..1 UVs */
  95429. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  95430. /** Texture is repeating and mirrored */
  95431. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  95432. /** ALPHA */
  95433. static readonly TEXTUREFORMAT_ALPHA: number;
  95434. /** LUMINANCE */
  95435. static readonly TEXTUREFORMAT_LUMINANCE: number;
  95436. /** LUMINANCE_ALPHA */
  95437. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  95438. /** RGB */
  95439. static readonly TEXTUREFORMAT_RGB: number;
  95440. /** RGBA */
  95441. static readonly TEXTUREFORMAT_RGBA: number;
  95442. /** RED */
  95443. static readonly TEXTUREFORMAT_RED: number;
  95444. /** RED (2nd reference) */
  95445. static readonly TEXTUREFORMAT_R: number;
  95446. /** RG */
  95447. static readonly TEXTUREFORMAT_RG: number;
  95448. /** RED_INTEGER */
  95449. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  95450. /** RED_INTEGER (2nd reference) */
  95451. static readonly TEXTUREFORMAT_R_INTEGER: number;
  95452. /** RG_INTEGER */
  95453. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  95454. /** RGB_INTEGER */
  95455. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  95456. /** RGBA_INTEGER */
  95457. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  95458. /** UNSIGNED_BYTE */
  95459. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  95460. /** UNSIGNED_BYTE (2nd reference) */
  95461. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  95462. /** FLOAT */
  95463. static readonly TEXTURETYPE_FLOAT: number;
  95464. /** HALF_FLOAT */
  95465. static readonly TEXTURETYPE_HALF_FLOAT: number;
  95466. /** BYTE */
  95467. static readonly TEXTURETYPE_BYTE: number;
  95468. /** SHORT */
  95469. static readonly TEXTURETYPE_SHORT: number;
  95470. /** UNSIGNED_SHORT */
  95471. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  95472. /** INT */
  95473. static readonly TEXTURETYPE_INT: number;
  95474. /** UNSIGNED_INT */
  95475. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  95476. /** UNSIGNED_SHORT_4_4_4_4 */
  95477. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  95478. /** UNSIGNED_SHORT_5_5_5_1 */
  95479. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  95480. /** UNSIGNED_SHORT_5_6_5 */
  95481. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  95482. /** UNSIGNED_INT_2_10_10_10_REV */
  95483. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  95484. /** UNSIGNED_INT_24_8 */
  95485. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  95486. /** UNSIGNED_INT_10F_11F_11F_REV */
  95487. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  95488. /** UNSIGNED_INT_5_9_9_9_REV */
  95489. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  95490. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  95491. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  95492. /** nearest is mag = nearest and min = nearest and mip = linear */
  95493. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  95494. /** Bilinear is mag = linear and min = linear and mip = nearest */
  95495. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  95496. /** Trilinear is mag = linear and min = linear and mip = linear */
  95497. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  95498. /** nearest is mag = nearest and min = nearest and mip = linear */
  95499. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  95500. /** Bilinear is mag = linear and min = linear and mip = nearest */
  95501. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  95502. /** Trilinear is mag = linear and min = linear and mip = linear */
  95503. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  95504. /** mag = nearest and min = nearest and mip = nearest */
  95505. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  95506. /** mag = nearest and min = linear and mip = nearest */
  95507. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  95508. /** mag = nearest and min = linear and mip = linear */
  95509. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  95510. /** mag = nearest and min = linear and mip = none */
  95511. static readonly TEXTURE_NEAREST_LINEAR: number;
  95512. /** mag = nearest and min = nearest and mip = none */
  95513. static readonly TEXTURE_NEAREST_NEAREST: number;
  95514. /** mag = linear and min = nearest and mip = nearest */
  95515. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  95516. /** mag = linear and min = nearest and mip = linear */
  95517. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  95518. /** mag = linear and min = linear and mip = none */
  95519. static readonly TEXTURE_LINEAR_LINEAR: number;
  95520. /** mag = linear and min = nearest and mip = none */
  95521. static readonly TEXTURE_LINEAR_NEAREST: number;
  95522. /** Explicit coordinates mode */
  95523. static readonly TEXTURE_EXPLICIT_MODE: number;
  95524. /** Spherical coordinates mode */
  95525. static readonly TEXTURE_SPHERICAL_MODE: number;
  95526. /** Planar coordinates mode */
  95527. static readonly TEXTURE_PLANAR_MODE: number;
  95528. /** Cubic coordinates mode */
  95529. static readonly TEXTURE_CUBIC_MODE: number;
  95530. /** Projection coordinates mode */
  95531. static readonly TEXTURE_PROJECTION_MODE: number;
  95532. /** Skybox coordinates mode */
  95533. static readonly TEXTURE_SKYBOX_MODE: number;
  95534. /** Inverse Cubic coordinates mode */
  95535. static readonly TEXTURE_INVCUBIC_MODE: number;
  95536. /** Equirectangular coordinates mode */
  95537. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  95538. /** Equirectangular Fixed coordinates mode */
  95539. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  95540. /** Equirectangular Fixed Mirrored coordinates mode */
  95541. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  95542. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  95543. static readonly SCALEMODE_FLOOR: number;
  95544. /** Defines that texture rescaling will look for the nearest power of 2 size */
  95545. static readonly SCALEMODE_NEAREST: number;
  95546. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  95547. static readonly SCALEMODE_CEILING: number;
  95548. /**
  95549. * Returns the current npm package of the sdk
  95550. */
  95551. static readonly NpmPackage: string;
  95552. /**
  95553. * Returns the current version of the framework
  95554. */
  95555. static readonly Version: string;
  95556. /**
  95557. * Returns a string describing the current engine
  95558. */
  95559. readonly description: string;
  95560. /**
  95561. * Gets or sets the epsilon value used by collision engine
  95562. */
  95563. static CollisionsEpsilon: number;
  95564. /**
  95565. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  95566. */
  95567. static ShadersRepository: string;
  95568. /**
  95569. * Method called to create the default loading screen.
  95570. * This can be overriden in your own app.
  95571. * @param canvas The rendering canvas element
  95572. * @returns The loading screen
  95573. */
  95574. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  95575. /**
  95576. * Method called to create the default rescale post process on each engine.
  95577. */
  95578. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  95579. /** @hidden */
  95580. _shaderProcessor: IShaderProcessor;
  95581. /**
  95582. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  95583. */
  95584. forcePOTTextures: boolean;
  95585. /**
  95586. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  95587. */
  95588. isFullscreen: boolean;
  95589. /**
  95590. * Gets a boolean indicating if the pointer is currently locked
  95591. */
  95592. isPointerLock: boolean;
  95593. /**
  95594. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  95595. */
  95596. cullBackFaces: boolean;
  95597. /**
  95598. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  95599. */
  95600. renderEvenInBackground: boolean;
  95601. /**
  95602. * Gets or sets a boolean indicating that cache can be kept between frames
  95603. */
  95604. preventCacheWipeBetweenFrames: boolean;
  95605. /**
  95606. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  95607. **/
  95608. enableOfflineSupport: boolean;
  95609. /**
  95610. * 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)
  95611. **/
  95612. disableManifestCheck: boolean;
  95613. /**
  95614. * Gets the list of created scenes
  95615. */
  95616. scenes: Scene[];
  95617. /**
  95618. * Event raised when a new scene is created
  95619. */
  95620. onNewSceneAddedObservable: Observable<Scene>;
  95621. /**
  95622. * Gets the list of created postprocesses
  95623. */
  95624. postProcesses: PostProcess[];
  95625. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  95626. validateShaderPrograms: boolean;
  95627. /**
  95628. * Observable event triggered each time the rendering canvas is resized
  95629. */
  95630. onResizeObservable: Observable<Engine>;
  95631. /**
  95632. * Observable event triggered each time the canvas loses focus
  95633. */
  95634. onCanvasBlurObservable: Observable<Engine>;
  95635. /**
  95636. * Observable event triggered each time the canvas gains focus
  95637. */
  95638. onCanvasFocusObservable: Observable<Engine>;
  95639. /**
  95640. * Observable event triggered each time the canvas receives pointerout event
  95641. */
  95642. onCanvasPointerOutObservable: Observable<PointerEvent>;
  95643. /**
  95644. * Observable event triggered before each texture is initialized
  95645. */
  95646. onBeforeTextureInitObservable: Observable<Texture>;
  95647. /**
  95648. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  95649. */
  95650. disableUniformBuffers: boolean;
  95651. /** @hidden */
  95652. _uniformBuffers: UniformBuffer[];
  95653. /**
  95654. * Gets a boolean indicating that the engine supports uniform buffers
  95655. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95656. */
  95657. readonly supportsUniformBuffers: boolean;
  95658. /**
  95659. * Observable raised when the engine begins a new frame
  95660. */
  95661. onBeginFrameObservable: Observable<Engine>;
  95662. /**
  95663. * If set, will be used to request the next animation frame for the render loop
  95664. */
  95665. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  95666. /**
  95667. * Observable raised when the engine ends the current frame
  95668. */
  95669. onEndFrameObservable: Observable<Engine>;
  95670. /**
  95671. * Observable raised when the engine is about to compile a shader
  95672. */
  95673. onBeforeShaderCompilationObservable: Observable<Engine>;
  95674. /**
  95675. * Observable raised when the engine has jsut compiled a shader
  95676. */
  95677. onAfterShaderCompilationObservable: Observable<Engine>;
  95678. /** @hidden */
  95679. _gl: WebGLRenderingContext;
  95680. private _renderingCanvas;
  95681. private _windowIsBackground;
  95682. protected _webGLVersion: number;
  95683. protected _highPrecisionShadersAllowed: boolean;
  95684. /** @hidden */
  95685. readonly _shouldUseHighPrecisionShader: boolean;
  95686. /**
  95687. * Gets a boolean indicating that only power of 2 textures are supported
  95688. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  95689. */
  95690. readonly needPOTTextures: boolean;
  95691. /** @hidden */
  95692. _badOS: boolean;
  95693. /** @hidden */
  95694. _badDesktopOS: boolean;
  95695. /**
  95696. * Gets the audio engine
  95697. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  95698. * @ignorenaming
  95699. */
  95700. static audioEngine: IAudioEngine;
  95701. /**
  95702. * Default AudioEngine factory responsible of creating the Audio Engine.
  95703. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  95704. */
  95705. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  95706. /**
  95707. * Default offline support factory responsible of creating a tool used to store data locally.
  95708. * By default, this will create a Database object if the workload has been embedded.
  95709. */
  95710. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  95711. private _onFocus;
  95712. private _onBlur;
  95713. private _onCanvasPointerOut;
  95714. private _onCanvasBlur;
  95715. private _onCanvasFocus;
  95716. private _onFullscreenChange;
  95717. private _onPointerLockChange;
  95718. private _hardwareScalingLevel;
  95719. /** @hidden */
  95720. _caps: EngineCapabilities;
  95721. private _pointerLockRequested;
  95722. private _isStencilEnable;
  95723. protected _colorWrite: boolean;
  95724. private _loadingScreen;
  95725. /** @hidden */
  95726. _drawCalls: PerfCounter;
  95727. private _glVersion;
  95728. private _glRenderer;
  95729. private _glVendor;
  95730. private _videoTextureSupported;
  95731. private _renderingQueueLaunched;
  95732. private _activeRenderLoops;
  95733. private _deterministicLockstep;
  95734. private _lockstepMaxSteps;
  95735. /**
  95736. * Observable signaled when a context lost event is raised
  95737. */
  95738. onContextLostObservable: Observable<Engine>;
  95739. /**
  95740. * Observable signaled when a context restored event is raised
  95741. */
  95742. onContextRestoredObservable: Observable<Engine>;
  95743. private _onContextLost;
  95744. private _onContextRestored;
  95745. private _contextWasLost;
  95746. /** @hidden */
  95747. _doNotHandleContextLost: boolean;
  95748. /**
  95749. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  95750. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  95751. */
  95752. doNotHandleContextLost: boolean;
  95753. private _performanceMonitor;
  95754. private _fps;
  95755. private _deltaTime;
  95756. /**
  95757. * Turn this value on if you want to pause FPS computation when in background
  95758. */
  95759. disablePerformanceMonitorInBackground: boolean;
  95760. /**
  95761. * Gets the performance monitor attached to this engine
  95762. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  95763. */
  95764. readonly performanceMonitor: PerformanceMonitor;
  95765. /**
  95766. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  95767. */
  95768. disableVertexArrayObjects: boolean;
  95769. /** @hidden */
  95770. protected _depthCullingState: _DepthCullingState;
  95771. /** @hidden */
  95772. protected _stencilState: _StencilState;
  95773. /** @hidden */
  95774. protected _alphaState: _AlphaState;
  95775. /** @hidden */
  95776. protected _alphaMode: number;
  95777. /** @hidden */
  95778. _internalTexturesCache: InternalTexture[];
  95779. /** @hidden */
  95780. protected _activeChannel: number;
  95781. private _currentTextureChannel;
  95782. /** @hidden */
  95783. protected _boundTexturesCache: {
  95784. [key: string]: Nullable<InternalTexture>;
  95785. };
  95786. /** @hidden */
  95787. protected _currentEffect: Nullable<Effect>;
  95788. /** @hidden */
  95789. protected _currentProgram: Nullable<WebGLProgram>;
  95790. private _compiledEffects;
  95791. private _vertexAttribArraysEnabled;
  95792. /** @hidden */
  95793. protected _cachedViewport: Nullable<IViewportLike>;
  95794. private _cachedVertexArrayObject;
  95795. /** @hidden */
  95796. protected _cachedVertexBuffers: any;
  95797. /** @hidden */
  95798. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  95799. /** @hidden */
  95800. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  95801. /** @hidden */
  95802. _currentRenderTarget: Nullable<InternalTexture>;
  95803. private _uintIndicesCurrentlySet;
  95804. private _currentBoundBuffer;
  95805. /** @hidden */
  95806. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  95807. private _currentBufferPointers;
  95808. private _currentInstanceLocations;
  95809. private _currentInstanceBuffers;
  95810. private _textureUnits;
  95811. /** @hidden */
  95812. _workingCanvas: Nullable<HTMLCanvasElement>;
  95813. /** @hidden */
  95814. _workingContext: Nullable<CanvasRenderingContext2D>;
  95815. private _rescalePostProcess;
  95816. private _dummyFramebuffer;
  95817. private _externalData;
  95818. /** @hidden */
  95819. _bindedRenderFunction: any;
  95820. private _vaoRecordInProgress;
  95821. private _mustWipeVertexAttributes;
  95822. private _emptyTexture;
  95823. private _emptyCubeTexture;
  95824. private _emptyTexture3D;
  95825. /** @hidden */
  95826. _frameHandler: number;
  95827. private _nextFreeTextureSlots;
  95828. private _maxSimultaneousTextures;
  95829. private _activeRequests;
  95830. private _texturesSupported;
  95831. /** @hidden */
  95832. _textureFormatInUse: Nullable<string>;
  95833. /**
  95834. * Gets the list of texture formats supported
  95835. */
  95836. readonly texturesSupported: Array<string>;
  95837. /**
  95838. * Gets the list of texture formats in use
  95839. */
  95840. readonly textureFormatInUse: Nullable<string>;
  95841. /**
  95842. * Gets the current viewport
  95843. */
  95844. readonly currentViewport: Nullable<IViewportLike>;
  95845. /**
  95846. * Gets the default empty texture
  95847. */
  95848. readonly emptyTexture: InternalTexture;
  95849. /**
  95850. * Gets the default empty 3D texture
  95851. */
  95852. readonly emptyTexture3D: InternalTexture;
  95853. /**
  95854. * Gets the default empty cube texture
  95855. */
  95856. readonly emptyCubeTexture: InternalTexture;
  95857. /**
  95858. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  95859. */
  95860. readonly premultipliedAlpha: boolean;
  95861. /**
  95862. * Creates a new engine
  95863. * @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
  95864. * @param antialias defines enable antialiasing (default: false)
  95865. * @param options defines further options to be sent to the getContext() function
  95866. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  95867. */
  95868. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  95869. /**
  95870. * Initializes a webVR display and starts listening to display change events
  95871. * The onVRDisplayChangedObservable will be notified upon these changes
  95872. * @returns The onVRDisplayChangedObservable
  95873. */
  95874. initWebVR(): Observable<IDisplayChangedEventArgs>;
  95875. /** @hidden */
  95876. _prepareVRComponent(): void;
  95877. /** @hidden */
  95878. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  95879. /** @hidden */
  95880. _submitVRFrame(): void;
  95881. /**
  95882. * Call this function to leave webVR mode
  95883. * Will do nothing if webVR is not supported or if there is no webVR device
  95884. * @see http://doc.babylonjs.com/how_to/webvr_camera
  95885. */
  95886. disableVR(): void;
  95887. /**
  95888. * Gets a boolean indicating that the system is in VR mode and is presenting
  95889. * @returns true if VR mode is engaged
  95890. */
  95891. isVRPresenting(): boolean;
  95892. /** @hidden */
  95893. _requestVRFrame(): void;
  95894. private _disableTouchAction;
  95895. private _rebuildInternalTextures;
  95896. private _rebuildEffects;
  95897. /**
  95898. * Gets a boolean indicating if all created effects are ready
  95899. * @returns true if all effects are ready
  95900. */
  95901. areAllEffectsReady(): boolean;
  95902. private _rebuildBuffers;
  95903. private _initGLContext;
  95904. /**
  95905. * Gets version of the current webGL context
  95906. */
  95907. readonly webGLVersion: number;
  95908. /**
  95909. * Gets a string idenfifying the name of the class
  95910. * @returns "Engine" string
  95911. */
  95912. getClassName(): string;
  95913. /**
  95914. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  95915. */
  95916. readonly isStencilEnable: boolean;
  95917. /** @hidden */
  95918. _prepareWorkingCanvas(): void;
  95919. /**
  95920. * Reset the texture cache to empty state
  95921. */
  95922. resetTextureCache(): void;
  95923. /**
  95924. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  95925. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95926. * @returns true if engine is in deterministic lock step mode
  95927. */
  95928. isDeterministicLockStep(): boolean;
  95929. /**
  95930. * Gets the max steps when engine is running in deterministic lock step
  95931. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95932. * @returns the max steps
  95933. */
  95934. getLockstepMaxSteps(): number;
  95935. /**
  95936. * Gets an object containing information about the current webGL context
  95937. * @returns an object containing the vender, the renderer and the version of the current webGL context
  95938. */
  95939. getGlInfo(): {
  95940. vendor: string;
  95941. renderer: string;
  95942. version: string;
  95943. };
  95944. /**
  95945. * Gets current aspect ratio
  95946. * @param viewportOwner defines the camera to use to get the aspect ratio
  95947. * @param useScreen defines if screen size must be used (or the current render target if any)
  95948. * @returns a number defining the aspect ratio
  95949. */
  95950. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  95951. /**
  95952. * Gets current screen aspect ratio
  95953. * @returns a number defining the aspect ratio
  95954. */
  95955. getScreenAspectRatio(): number;
  95956. /**
  95957. * Gets the current render width
  95958. * @param useScreen defines if screen size must be used (or the current render target if any)
  95959. * @returns a number defining the current render width
  95960. */
  95961. getRenderWidth(useScreen?: boolean): number;
  95962. /**
  95963. * Gets the current render height
  95964. * @param useScreen defines if screen size must be used (or the current render target if any)
  95965. * @returns a number defining the current render height
  95966. */
  95967. getRenderHeight(useScreen?: boolean): number;
  95968. /**
  95969. * Gets the HTML canvas attached with the current webGL context
  95970. * @returns a HTML canvas
  95971. */
  95972. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  95973. /**
  95974. * Gets host window
  95975. * @returns the host window object
  95976. */
  95977. getHostWindow(): Window;
  95978. /**
  95979. * Gets host document
  95980. * @returns the host document object
  95981. */
  95982. getHostDocument(): Document;
  95983. /**
  95984. * Gets the client rect of the HTML canvas attached with the current webGL context
  95985. * @returns a client rectanglee
  95986. */
  95987. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  95988. /**
  95989. * Defines the hardware scaling level.
  95990. * By default the hardware scaling level is computed from the window device ratio.
  95991. * 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.
  95992. * @param level defines the level to use
  95993. */
  95994. setHardwareScalingLevel(level: number): void;
  95995. /**
  95996. * Gets the current hardware scaling level.
  95997. * By default the hardware scaling level is computed from the window device ratio.
  95998. * 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.
  95999. * @returns a number indicating the current hardware scaling level
  96000. */
  96001. getHardwareScalingLevel(): number;
  96002. /**
  96003. * Gets the list of loaded textures
  96004. * @returns an array containing all loaded textures
  96005. */
  96006. getLoadedTexturesCache(): InternalTexture[];
  96007. /**
  96008. * Gets the object containing all engine capabilities
  96009. * @returns the EngineCapabilities object
  96010. */
  96011. getCaps(): EngineCapabilities;
  96012. /**
  96013. * Gets the current depth function
  96014. * @returns a number defining the depth function
  96015. */
  96016. getDepthFunction(): Nullable<number>;
  96017. /**
  96018. * Sets the current depth function
  96019. * @param depthFunc defines the function to use
  96020. */
  96021. setDepthFunction(depthFunc: number): void;
  96022. /**
  96023. * Sets the current depth function to GREATER
  96024. */
  96025. setDepthFunctionToGreater(): void;
  96026. /**
  96027. * Sets the current depth function to GEQUAL
  96028. */
  96029. setDepthFunctionToGreaterOrEqual(): void;
  96030. /**
  96031. * Sets the current depth function to LESS
  96032. */
  96033. setDepthFunctionToLess(): void;
  96034. private _cachedStencilBuffer;
  96035. private _cachedStencilFunction;
  96036. private _cachedStencilMask;
  96037. private _cachedStencilOperationPass;
  96038. private _cachedStencilOperationFail;
  96039. private _cachedStencilOperationDepthFail;
  96040. private _cachedStencilReference;
  96041. /**
  96042. * Caches the the state of the stencil buffer
  96043. */
  96044. cacheStencilState(): void;
  96045. /**
  96046. * Restores the state of the stencil buffer
  96047. */
  96048. restoreStencilState(): void;
  96049. /**
  96050. * Sets the current depth function to LEQUAL
  96051. */
  96052. setDepthFunctionToLessOrEqual(): void;
  96053. /**
  96054. * Gets a boolean indicating if stencil buffer is enabled
  96055. * @returns the current stencil buffer state
  96056. */
  96057. getStencilBuffer(): boolean;
  96058. /**
  96059. * Enable or disable the stencil buffer
  96060. * @param enable defines if the stencil buffer must be enabled or disabled
  96061. */
  96062. setStencilBuffer(enable: boolean): void;
  96063. /**
  96064. * Gets the current stencil mask
  96065. * @returns a number defining the new stencil mask to use
  96066. */
  96067. getStencilMask(): number;
  96068. /**
  96069. * Sets the current stencil mask
  96070. * @param mask defines the new stencil mask to use
  96071. */
  96072. setStencilMask(mask: number): void;
  96073. /**
  96074. * Gets the current stencil function
  96075. * @returns a number defining the stencil function to use
  96076. */
  96077. getStencilFunction(): number;
  96078. /**
  96079. * Gets the current stencil reference value
  96080. * @returns a number defining the stencil reference value to use
  96081. */
  96082. getStencilFunctionReference(): number;
  96083. /**
  96084. * Gets the current stencil mask
  96085. * @returns a number defining the stencil mask to use
  96086. */
  96087. getStencilFunctionMask(): number;
  96088. /**
  96089. * Sets the current stencil function
  96090. * @param stencilFunc defines the new stencil function to use
  96091. */
  96092. setStencilFunction(stencilFunc: number): void;
  96093. /**
  96094. * Sets the current stencil reference
  96095. * @param reference defines the new stencil reference to use
  96096. */
  96097. setStencilFunctionReference(reference: number): void;
  96098. /**
  96099. * Sets the current stencil mask
  96100. * @param mask defines the new stencil mask to use
  96101. */
  96102. setStencilFunctionMask(mask: number): void;
  96103. /**
  96104. * Gets the current stencil operation when stencil fails
  96105. * @returns a number defining stencil operation to use when stencil fails
  96106. */
  96107. getStencilOperationFail(): number;
  96108. /**
  96109. * Gets the current stencil operation when depth fails
  96110. * @returns a number defining stencil operation to use when depth fails
  96111. */
  96112. getStencilOperationDepthFail(): number;
  96113. /**
  96114. * Gets the current stencil operation when stencil passes
  96115. * @returns a number defining stencil operation to use when stencil passes
  96116. */
  96117. getStencilOperationPass(): number;
  96118. /**
  96119. * Sets the stencil operation to use when stencil fails
  96120. * @param operation defines the stencil operation to use when stencil fails
  96121. */
  96122. setStencilOperationFail(operation: number): void;
  96123. /**
  96124. * Sets the stencil operation to use when depth fails
  96125. * @param operation defines the stencil operation to use when depth fails
  96126. */
  96127. setStencilOperationDepthFail(operation: number): void;
  96128. /**
  96129. * Sets the stencil operation to use when stencil passes
  96130. * @param operation defines the stencil operation to use when stencil passes
  96131. */
  96132. setStencilOperationPass(operation: number): void;
  96133. /**
  96134. * Sets a boolean indicating if the dithering state is enabled or disabled
  96135. * @param value defines the dithering state
  96136. */
  96137. setDitheringState(value: boolean): void;
  96138. /**
  96139. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  96140. * @param value defines the rasterizer state
  96141. */
  96142. setRasterizerState(value: boolean): void;
  96143. /**
  96144. * stop executing a render loop function and remove it from the execution array
  96145. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  96146. */
  96147. stopRenderLoop(renderFunction?: () => void): void;
  96148. /** @hidden */
  96149. _renderLoop(): void;
  96150. /**
  96151. * Can be used to override the current requestAnimationFrame requester.
  96152. * @hidden
  96153. */
  96154. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  96155. /**
  96156. * Register and execute a render loop. The engine can have more than one render function
  96157. * @param renderFunction defines the function to continuously execute
  96158. */
  96159. runRenderLoop(renderFunction: () => void): void;
  96160. /**
  96161. * Toggle full screen mode
  96162. * @param requestPointerLock defines if a pointer lock should be requested from the user
  96163. */
  96164. switchFullscreen(requestPointerLock: boolean): void;
  96165. /**
  96166. * Enters full screen mode
  96167. * @param requestPointerLock defines if a pointer lock should be requested from the user
  96168. */
  96169. enterFullscreen(requestPointerLock: boolean): void;
  96170. /**
  96171. * Exits full screen mode
  96172. */
  96173. exitFullscreen(): void;
  96174. /**
  96175. * Enters Pointerlock mode
  96176. */
  96177. enterPointerlock(): void;
  96178. /**
  96179. * Exits Pointerlock mode
  96180. */
  96181. exitPointerlock(): void;
  96182. /**
  96183. * Clear the current render buffer or the current render target (if any is set up)
  96184. * @param color defines the color to use
  96185. * @param backBuffer defines if the back buffer must be cleared
  96186. * @param depth defines if the depth buffer must be cleared
  96187. * @param stencil defines if the stencil buffer must be cleared
  96188. */
  96189. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  96190. /**
  96191. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  96192. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  96193. * @param y defines the y-coordinate of the corner of the clear rectangle
  96194. * @param width defines the width of the clear rectangle
  96195. * @param height defines the height of the clear rectangle
  96196. * @param clearColor defines the clear color
  96197. */
  96198. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  96199. /**
  96200. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  96201. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  96202. * @param y defines the y-coordinate of the corner of the clear rectangle
  96203. * @param width defines the width of the clear rectangle
  96204. * @param height defines the height of the clear rectangle
  96205. */
  96206. enableScissor(x: number, y: number, width: number, height: number): void;
  96207. /**
  96208. * Disable previously set scissor test rectangle
  96209. */
  96210. disableScissor(): void;
  96211. private _viewportCached;
  96212. /** @hidden */
  96213. _viewport(x: number, y: number, width: number, height: number): void;
  96214. /**
  96215. * Set the WebGL's viewport
  96216. * @param viewport defines the viewport element to be used
  96217. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  96218. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  96219. */
  96220. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  96221. /**
  96222. * Directly set the WebGL Viewport
  96223. * @param x defines the x coordinate of the viewport (in screen space)
  96224. * @param y defines the y coordinate of the viewport (in screen space)
  96225. * @param width defines the width of the viewport (in screen space)
  96226. * @param height defines the height of the viewport (in screen space)
  96227. * @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
  96228. */
  96229. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  96230. /**
  96231. * Begin a new frame
  96232. */
  96233. beginFrame(): void;
  96234. /**
  96235. * Enf the current frame
  96236. */
  96237. endFrame(): void;
  96238. /**
  96239. * Resize the view according to the canvas' size
  96240. */
  96241. resize(): void;
  96242. /**
  96243. * Force a specific size of the canvas
  96244. * @param width defines the new canvas' width
  96245. * @param height defines the new canvas' height
  96246. */
  96247. setSize(width: number, height: number): void;
  96248. /**
  96249. * Binds the frame buffer to the specified texture.
  96250. * @param texture The texture to render to or null for the default canvas
  96251. * @param faceIndex The face of the texture to render to in case of cube texture
  96252. * @param requiredWidth The width of the target to render to
  96253. * @param requiredHeight The height of the target to render to
  96254. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  96255. * @param depthStencilTexture The depth stencil texture to use to render
  96256. * @param lodLevel defines le lod level to bind to the frame buffer
  96257. */
  96258. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  96259. /** @hidden */
  96260. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  96261. /**
  96262. * Unbind the current render target texture from the webGL context
  96263. * @param texture defines the render target texture to unbind
  96264. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  96265. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  96266. */
  96267. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  96268. /**
  96269. * Force the mipmap generation for the given render target texture
  96270. * @param texture defines the render target texture to use
  96271. */
  96272. generateMipMapsForCubemap(texture: InternalTexture): void;
  96273. /**
  96274. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  96275. */
  96276. flushFramebuffer(): void;
  96277. /**
  96278. * Unbind the current render target and bind the default framebuffer
  96279. */
  96280. restoreDefaultFramebuffer(): void;
  96281. /**
  96282. * Create an uniform buffer
  96283. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96284. * @param elements defines the content of the uniform buffer
  96285. * @returns the webGL uniform buffer
  96286. */
  96287. createUniformBuffer(elements: FloatArray): DataBuffer;
  96288. /**
  96289. * Create a dynamic uniform buffer
  96290. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96291. * @param elements defines the content of the uniform buffer
  96292. * @returns the webGL uniform buffer
  96293. */
  96294. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  96295. /**
  96296. * Update an existing uniform buffer
  96297. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96298. * @param uniformBuffer defines the target uniform buffer
  96299. * @param elements defines the content to update
  96300. * @param offset defines the offset in the uniform buffer where update should start
  96301. * @param count defines the size of the data to update
  96302. */
  96303. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  96304. private _resetVertexBufferBinding;
  96305. /**
  96306. * Creates a vertex buffer
  96307. * @param data the data for the vertex buffer
  96308. * @returns the new WebGL static buffer
  96309. */
  96310. createVertexBuffer(data: DataArray): DataBuffer;
  96311. /**
  96312. * Creates a dynamic vertex buffer
  96313. * @param data the data for the dynamic vertex buffer
  96314. * @returns the new WebGL dynamic buffer
  96315. */
  96316. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  96317. /**
  96318. * Update a dynamic index buffer
  96319. * @param indexBuffer defines the target index buffer
  96320. * @param indices defines the data to update
  96321. * @param offset defines the offset in the target index buffer where update should start
  96322. */
  96323. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  96324. /**
  96325. * Updates a dynamic vertex buffer.
  96326. * @param vertexBuffer the vertex buffer to update
  96327. * @param data the data used to update the vertex buffer
  96328. * @param byteOffset the byte offset of the data
  96329. * @param byteLength the byte length of the data
  96330. */
  96331. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  96332. private _resetIndexBufferBinding;
  96333. /**
  96334. * Creates a new index buffer
  96335. * @param indices defines the content of the index buffer
  96336. * @param updatable defines if the index buffer must be updatable
  96337. * @returns a new webGL buffer
  96338. */
  96339. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  96340. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  96341. /**
  96342. * Bind a webGL buffer to the webGL context
  96343. * @param buffer defines the buffer to bind
  96344. */
  96345. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  96346. /**
  96347. * Bind an uniform buffer to the current webGL context
  96348. * @param buffer defines the buffer to bind
  96349. */
  96350. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  96351. /**
  96352. * Bind a buffer to the current webGL context at a given location
  96353. * @param buffer defines the buffer to bind
  96354. * @param location defines the index where to bind the buffer
  96355. */
  96356. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  96357. /**
  96358. * Bind a specific block at a given index in a specific shader program
  96359. * @param pipelineContext defines the pipeline context to use
  96360. * @param blockName defines the block name
  96361. * @param index defines the index where to bind the block
  96362. */
  96363. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  96364. private bindIndexBuffer;
  96365. private bindBuffer;
  96366. /**
  96367. * update the bound buffer with the given data
  96368. * @param data defines the data to update
  96369. */
  96370. updateArrayBuffer(data: Float32Array): void;
  96371. private _vertexAttribPointer;
  96372. private _bindIndexBufferWithCache;
  96373. private _bindVertexBuffersAttributes;
  96374. /**
  96375. * Records a vertex array object
  96376. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96377. * @param vertexBuffers defines the list of vertex buffers to store
  96378. * @param indexBuffer defines the index buffer to store
  96379. * @param effect defines the effect to store
  96380. * @returns the new vertex array object
  96381. */
  96382. recordVertexArrayObject(vertexBuffers: {
  96383. [key: string]: VertexBuffer;
  96384. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  96385. /**
  96386. * Bind a specific vertex array object
  96387. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96388. * @param vertexArrayObject defines the vertex array object to bind
  96389. * @param indexBuffer defines the index buffer to bind
  96390. */
  96391. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  96392. /**
  96393. * Bind webGl buffers directly to the webGL context
  96394. * @param vertexBuffer defines the vertex buffer to bind
  96395. * @param indexBuffer defines the index buffer to bind
  96396. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  96397. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  96398. * @param effect defines the effect associated with the vertex buffer
  96399. */
  96400. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  96401. private _unbindVertexArrayObject;
  96402. /**
  96403. * Bind a list of vertex buffers to the webGL context
  96404. * @param vertexBuffers defines the list of vertex buffers to bind
  96405. * @param indexBuffer defines the index buffer to bind
  96406. * @param effect defines the effect associated with the vertex buffers
  96407. */
  96408. bindBuffers(vertexBuffers: {
  96409. [key: string]: Nullable<VertexBuffer>;
  96410. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  96411. /**
  96412. * Unbind all instance attributes
  96413. */
  96414. unbindInstanceAttributes(): void;
  96415. /**
  96416. * Release and free the memory of a vertex array object
  96417. * @param vao defines the vertex array object to delete
  96418. */
  96419. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  96420. /** @hidden */
  96421. _releaseBuffer(buffer: DataBuffer): boolean;
  96422. protected _deleteBuffer(buffer: DataBuffer): void;
  96423. /**
  96424. * Creates a webGL buffer to use with instanciation
  96425. * @param capacity defines the size of the buffer
  96426. * @returns the webGL buffer
  96427. */
  96428. createInstancesBuffer(capacity: number): DataBuffer;
  96429. /**
  96430. * Delete a webGL buffer used with instanciation
  96431. * @param buffer defines the webGL buffer to delete
  96432. */
  96433. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  96434. /**
  96435. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  96436. * @param instancesBuffer defines the webGL buffer to update and bind
  96437. * @param data defines the data to store in the buffer
  96438. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  96439. */
  96440. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  96441. /**
  96442. * Apply all cached states (depth, culling, stencil and alpha)
  96443. */
  96444. applyStates(): void;
  96445. /**
  96446. * Send a draw order
  96447. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  96448. * @param indexStart defines the starting index
  96449. * @param indexCount defines the number of index to draw
  96450. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96451. */
  96452. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  96453. /**
  96454. * Draw a list of points
  96455. * @param verticesStart defines the index of first vertex to draw
  96456. * @param verticesCount defines the count of vertices to draw
  96457. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96458. */
  96459. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96460. /**
  96461. * Draw a list of unindexed primitives
  96462. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  96463. * @param verticesStart defines the index of first vertex to draw
  96464. * @param verticesCount defines the count of vertices to draw
  96465. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96466. */
  96467. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96468. /**
  96469. * Draw a list of indexed primitives
  96470. * @param fillMode defines the primitive to use
  96471. * @param indexStart defines the starting index
  96472. * @param indexCount defines the number of index to draw
  96473. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96474. */
  96475. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  96476. /**
  96477. * Draw a list of unindexed primitives
  96478. * @param fillMode defines the primitive to use
  96479. * @param verticesStart defines the index of first vertex to draw
  96480. * @param verticesCount defines the count of vertices to draw
  96481. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96482. */
  96483. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96484. private _drawMode;
  96485. /** @hidden */
  96486. _releaseEffect(effect: Effect): void;
  96487. /** @hidden */
  96488. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  96489. /**
  96490. * Create a new effect (used to store vertex/fragment shaders)
  96491. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  96492. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  96493. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  96494. * @param samplers defines an array of string used to represent textures
  96495. * @param defines defines the string containing the defines to use to compile the shaders
  96496. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  96497. * @param onCompiled defines a function to call when the effect creation is successful
  96498. * @param onError defines a function to call when the effect creation has failed
  96499. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  96500. * @returns the new Effect
  96501. */
  96502. 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;
  96503. protected static _concatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  96504. private _compileShader;
  96505. private _compileRawShader;
  96506. /**
  96507. * Directly creates a webGL program
  96508. * @param pipelineContext defines the pipeline context to attach to
  96509. * @param vertexCode defines the vertex shader code to use
  96510. * @param fragmentCode defines the fragment shader code to use
  96511. * @param context defines the webGL context to use (if not set, the current one will be used)
  96512. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  96513. * @returns the new webGL program
  96514. */
  96515. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  96516. /**
  96517. * Creates a webGL program
  96518. * @param pipelineContext defines the pipeline context to attach to
  96519. * @param vertexCode defines the vertex shader code to use
  96520. * @param fragmentCode defines the fragment shader code to use
  96521. * @param defines defines the string containing the defines to use to compile the shaders
  96522. * @param context defines the webGL context to use (if not set, the current one will be used)
  96523. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  96524. * @returns the new webGL program
  96525. */
  96526. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  96527. /**
  96528. * Creates a new pipeline context
  96529. * @returns the new pipeline
  96530. */
  96531. createPipelineContext(): IPipelineContext;
  96532. private _createShaderProgram;
  96533. private _finalizePipelineContext;
  96534. /** @hidden */
  96535. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  96536. /** @hidden */
  96537. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  96538. /** @hidden */
  96539. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  96540. /**
  96541. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  96542. * @param pipelineContext defines the pipeline context to use
  96543. * @param uniformsNames defines the list of uniform names
  96544. * @returns an array of webGL uniform locations
  96545. */
  96546. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  96547. /**
  96548. * Gets the lsit of active attributes for a given webGL program
  96549. * @param pipelineContext defines the pipeline context to use
  96550. * @param attributesNames defines the list of attribute names to get
  96551. * @returns an array of indices indicating the offset of each attribute
  96552. */
  96553. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  96554. /**
  96555. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  96556. * @param effect defines the effect to activate
  96557. */
  96558. enableEffect(effect: Nullable<Effect>): void;
  96559. /**
  96560. * Set the value of an uniform to an array of int32
  96561. * @param uniform defines the webGL uniform location where to store the value
  96562. * @param array defines the array of int32 to store
  96563. */
  96564. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96565. /**
  96566. * Set the value of an uniform to an array of int32 (stored as vec2)
  96567. * @param uniform defines the webGL uniform location where to store the value
  96568. * @param array defines the array of int32 to store
  96569. */
  96570. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96571. /**
  96572. * Set the value of an uniform to an array of int32 (stored as vec3)
  96573. * @param uniform defines the webGL uniform location where to store the value
  96574. * @param array defines the array of int32 to store
  96575. */
  96576. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96577. /**
  96578. * Set the value of an uniform to an array of int32 (stored as vec4)
  96579. * @param uniform defines the webGL uniform location where to store the value
  96580. * @param array defines the array of int32 to store
  96581. */
  96582. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96583. /**
  96584. * Set the value of an uniform to an array of float32
  96585. * @param uniform defines the webGL uniform location where to store the value
  96586. * @param array defines the array of float32 to store
  96587. */
  96588. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96589. /**
  96590. * Set the value of an uniform to an array of float32 (stored as vec2)
  96591. * @param uniform defines the webGL uniform location where to store the value
  96592. * @param array defines the array of float32 to store
  96593. */
  96594. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96595. /**
  96596. * Set the value of an uniform to an array of float32 (stored as vec3)
  96597. * @param uniform defines the webGL uniform location where to store the value
  96598. * @param array defines the array of float32 to store
  96599. */
  96600. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96601. /**
  96602. * Set the value of an uniform to an array of float32 (stored as vec4)
  96603. * @param uniform defines the webGL uniform location where to store the value
  96604. * @param array defines the array of float32 to store
  96605. */
  96606. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96607. /**
  96608. * Set the value of an uniform to an array of number
  96609. * @param uniform defines the webGL uniform location where to store the value
  96610. * @param array defines the array of number to store
  96611. */
  96612. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96613. /**
  96614. * Set the value of an uniform to an array of number (stored as vec2)
  96615. * @param uniform defines the webGL uniform location where to store the value
  96616. * @param array defines the array of number to store
  96617. */
  96618. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96619. /**
  96620. * Set the value of an uniform to an array of number (stored as vec3)
  96621. * @param uniform defines the webGL uniform location where to store the value
  96622. * @param array defines the array of number to store
  96623. */
  96624. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96625. /**
  96626. * Set the value of an uniform to an array of number (stored as vec4)
  96627. * @param uniform defines the webGL uniform location where to store the value
  96628. * @param array defines the array of number to store
  96629. */
  96630. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96631. /**
  96632. * Set the value of an uniform to an array of float32 (stored as matrices)
  96633. * @param uniform defines the webGL uniform location where to store the value
  96634. * @param matrices defines the array of float32 to store
  96635. */
  96636. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  96637. /**
  96638. * Set the value of an uniform to a matrix (3x3)
  96639. * @param uniform defines the webGL uniform location where to store the value
  96640. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  96641. */
  96642. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  96643. /**
  96644. * Set the value of an uniform to a matrix (2x2)
  96645. * @param uniform defines the webGL uniform location where to store the value
  96646. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  96647. */
  96648. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  96649. /**
  96650. * Set the value of an uniform to a number (int)
  96651. * @param uniform defines the webGL uniform location where to store the value
  96652. * @param value defines the int number to store
  96653. */
  96654. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  96655. /**
  96656. * Set the value of an uniform to a number (float)
  96657. * @param uniform defines the webGL uniform location where to store the value
  96658. * @param value defines the float number to store
  96659. */
  96660. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  96661. /**
  96662. * Set the value of an uniform to a vec2
  96663. * @param uniform defines the webGL uniform location where to store the value
  96664. * @param x defines the 1st component of the value
  96665. * @param y defines the 2nd component of the value
  96666. */
  96667. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  96668. /**
  96669. * Set the value of an uniform to a vec3
  96670. * @param uniform defines the webGL uniform location where to store the value
  96671. * @param x defines the 1st component of the value
  96672. * @param y defines the 2nd component of the value
  96673. * @param z defines the 3rd component of the value
  96674. */
  96675. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  96676. /**
  96677. * Set the value of an uniform to a boolean
  96678. * @param uniform defines the webGL uniform location where to store the value
  96679. * @param bool defines the boolean to store
  96680. */
  96681. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  96682. /**
  96683. * Set the value of an uniform to a vec4
  96684. * @param uniform defines the webGL uniform location where to store the value
  96685. * @param x defines the 1st component of the value
  96686. * @param y defines the 2nd component of the value
  96687. * @param z defines the 3rd component of the value
  96688. * @param w defines the 4th component of the value
  96689. */
  96690. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  96691. /**
  96692. * Sets a Color4 on a uniform variable
  96693. * @param uniform defines the uniform location
  96694. * @param color4 defines the value to be set
  96695. */
  96696. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  96697. /**
  96698. * Set various states to the webGL context
  96699. * @param culling defines backface culling state
  96700. * @param zOffset defines the value to apply to zOffset (0 by default)
  96701. * @param force defines if states must be applied even if cache is up to date
  96702. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  96703. */
  96704. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  96705. /**
  96706. * Set the z offset to apply to current rendering
  96707. * @param value defines the offset to apply
  96708. */
  96709. setZOffset(value: number): void;
  96710. /**
  96711. * Gets the current value of the zOffset
  96712. * @returns the current zOffset state
  96713. */
  96714. getZOffset(): number;
  96715. /**
  96716. * Enable or disable depth buffering
  96717. * @param enable defines the state to set
  96718. */
  96719. setDepthBuffer(enable: boolean): void;
  96720. /**
  96721. * Gets a boolean indicating if depth writing is enabled
  96722. * @returns the current depth writing state
  96723. */
  96724. getDepthWrite(): boolean;
  96725. /**
  96726. * Enable or disable depth writing
  96727. * @param enable defines the state to set
  96728. */
  96729. setDepthWrite(enable: boolean): void;
  96730. /**
  96731. * Enable or disable color writing
  96732. * @param enable defines the state to set
  96733. */
  96734. setColorWrite(enable: boolean): void;
  96735. /**
  96736. * Gets a boolean indicating if color writing is enabled
  96737. * @returns the current color writing state
  96738. */
  96739. getColorWrite(): boolean;
  96740. /**
  96741. * Sets alpha constants used by some alpha blending modes
  96742. * @param r defines the red component
  96743. * @param g defines the green component
  96744. * @param b defines the blue component
  96745. * @param a defines the alpha component
  96746. */
  96747. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  96748. /**
  96749. * Sets the current alpha mode
  96750. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  96751. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  96752. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  96753. */
  96754. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  96755. /**
  96756. * Gets the current alpha mode
  96757. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  96758. * @returns the current alpha mode
  96759. */
  96760. getAlphaMode(): number;
  96761. /**
  96762. * Clears the list of texture accessible through engine.
  96763. * This can help preventing texture load conflict due to name collision.
  96764. */
  96765. clearInternalTexturesCache(): void;
  96766. /**
  96767. * Force the entire cache to be cleared
  96768. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  96769. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  96770. */
  96771. wipeCaches(bruteForce?: boolean): void;
  96772. /**
  96773. * Set the compressed texture format to use, based on the formats you have, and the formats
  96774. * supported by the hardware / browser.
  96775. *
  96776. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  96777. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  96778. * to API arguments needed to compressed textures. This puts the burden on the container
  96779. * generator to house the arcane code for determining these for current & future formats.
  96780. *
  96781. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  96782. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  96783. *
  96784. * Note: The result of this call is not taken into account when a texture is base64.
  96785. *
  96786. * @param formatsAvailable defines the list of those format families you have created
  96787. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  96788. *
  96789. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  96790. * @returns The extension selected.
  96791. */
  96792. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  96793. /** @hidden */
  96794. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  96795. min: number;
  96796. mag: number;
  96797. };
  96798. /** @hidden */
  96799. _createTexture(): WebGLTexture;
  96800. /**
  96801. * Usually called from Texture.ts.
  96802. * Passed information to create a WebGLTexture
  96803. * @param urlArg defines a value which contains one of the following:
  96804. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  96805. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  96806. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  96807. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  96808. * @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)
  96809. * @param scene needed for loading to the correct scene
  96810. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  96811. * @param onLoad optional callback to be called upon successful completion
  96812. * @param onError optional callback to be called upon failure
  96813. * @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
  96814. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  96815. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  96816. * @param forcedExtension defines the extension to use to pick the right loader
  96817. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  96818. * @returns a InternalTexture for assignment back into BABYLON.Texture
  96819. */
  96820. 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;
  96821. /**
  96822. * @hidden
  96823. * Rescales a texture
  96824. * @param source input texutre
  96825. * @param destination destination texture
  96826. * @param scene scene to use to render the resize
  96827. * @param internalFormat format to use when resizing
  96828. * @param onComplete callback to be called when resize has completed
  96829. */
  96830. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  96831. private _unpackFlipYCached;
  96832. /**
  96833. * In case you are sharing the context with other applications, it might
  96834. * be interested to not cache the unpack flip y state to ensure a consistent
  96835. * value would be set.
  96836. */
  96837. enableUnpackFlipYCached: boolean;
  96838. /** @hidden */
  96839. _unpackFlipY(value: boolean): void;
  96840. /** @hidden */
  96841. _getUnpackAlignement(): number;
  96842. /**
  96843. * Creates a dynamic texture
  96844. * @param width defines the width of the texture
  96845. * @param height defines the height of the texture
  96846. * @param generateMipMaps defines if the engine should generate the mip levels
  96847. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  96848. * @returns the dynamic texture inside an InternalTexture
  96849. */
  96850. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  96851. /**
  96852. * Update the sampling mode of a given texture
  96853. * @param samplingMode defines the required sampling mode
  96854. * @param texture defines the texture to update
  96855. */
  96856. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  96857. /**
  96858. * Update the content of a dynamic texture
  96859. * @param texture defines the texture to update
  96860. * @param canvas defines the canvas containing the source
  96861. * @param invertY defines if data must be stored with Y axis inverted
  96862. * @param premulAlpha defines if alpha is stored as premultiplied
  96863. * @param format defines the format of the data
  96864. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  96865. */
  96866. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  96867. /**
  96868. * Update a video texture
  96869. * @param texture defines the texture to update
  96870. * @param video defines the video element to use
  96871. * @param invertY defines if data must be stored with Y axis inverted
  96872. */
  96873. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  96874. /**
  96875. * Updates a depth texture Comparison Mode and Function.
  96876. * If the comparison Function is equal to 0, the mode will be set to none.
  96877. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  96878. * @param texture The texture to set the comparison function for
  96879. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  96880. */
  96881. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  96882. /** @hidden */
  96883. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  96884. width: number;
  96885. height: number;
  96886. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  96887. /**
  96888. * Creates a depth stencil texture.
  96889. * This is only available in WebGL 2 or with the depth texture extension available.
  96890. * @param size The size of face edge in the texture.
  96891. * @param options The options defining the texture.
  96892. * @returns The texture
  96893. */
  96894. createDepthStencilTexture(size: number | {
  96895. width: number;
  96896. height: number;
  96897. }, options: DepthTextureCreationOptions): InternalTexture;
  96898. /**
  96899. * Creates a depth stencil texture.
  96900. * This is only available in WebGL 2 or with the depth texture extension available.
  96901. * @param size The size of face edge in the texture.
  96902. * @param options The options defining the texture.
  96903. * @returns The texture
  96904. */
  96905. private _createDepthStencilTexture;
  96906. /**
  96907. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  96908. * @param renderTarget The render target to set the frame buffer for
  96909. */
  96910. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  96911. /**
  96912. * Creates a new render target texture
  96913. * @param size defines the size of the texture
  96914. * @param options defines the options used to create the texture
  96915. * @returns a new render target texture stored in an InternalTexture
  96916. */
  96917. createRenderTargetTexture(size: number | {
  96918. width: number;
  96919. height: number;
  96920. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  96921. /** @hidden */
  96922. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  96923. /**
  96924. * Updates the sample count of a render target texture
  96925. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  96926. * @param texture defines the texture to update
  96927. * @param samples defines the sample count to set
  96928. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  96929. */
  96930. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  96931. /** @hidden */
  96932. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  96933. /** @hidden */
  96934. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  96935. /** @hidden */
  96936. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  96937. /** @hidden */
  96938. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  96939. /**
  96940. * @hidden
  96941. */
  96942. _setCubeMapTextureParams(loadMipmap: boolean): void;
  96943. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<Scene>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  96944. private _prepareWebGLTexture;
  96945. /** @hidden */
  96946. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  96947. /** @hidden */
  96948. _releaseFramebufferObjects(texture: InternalTexture): void;
  96949. /** @hidden */
  96950. _releaseTexture(texture: InternalTexture): void;
  96951. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  96952. protected _setProgram(program: WebGLProgram): void;
  96953. protected _boundUniforms: {
  96954. [key: number]: WebGLUniformLocation;
  96955. };
  96956. /**
  96957. * Binds an effect to the webGL context
  96958. * @param effect defines the effect to bind
  96959. */
  96960. bindSamplers(effect: Effect): void;
  96961. private _activateCurrentTexture;
  96962. /** @hidden */
  96963. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  96964. /** @hidden */
  96965. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  96966. /**
  96967. * Sets a texture to the webGL context from a postprocess
  96968. * @param channel defines the channel to use
  96969. * @param postProcess defines the source postprocess
  96970. */
  96971. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  96972. /**
  96973. * Binds the output of the passed in post process to the texture channel specified
  96974. * @param channel The channel the texture should be bound to
  96975. * @param postProcess The post process which's output should be bound
  96976. */
  96977. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  96978. /**
  96979. * Unbind all textures from the webGL context
  96980. */
  96981. unbindAllTextures(): void;
  96982. /**
  96983. * Sets a texture to the according uniform.
  96984. * @param channel The texture channel
  96985. * @param uniform The uniform to set
  96986. * @param texture The texture to apply
  96987. */
  96988. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  96989. /**
  96990. * Sets a depth stencil texture from a render target to the according uniform.
  96991. * @param channel The texture channel
  96992. * @param uniform The uniform to set
  96993. * @param texture The render target texture containing the depth stencil texture to apply
  96994. */
  96995. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  96996. private _bindSamplerUniformToChannel;
  96997. private _getTextureWrapMode;
  96998. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  96999. /**
  97000. * Sets an array of texture to the webGL context
  97001. * @param channel defines the channel where the texture array must be set
  97002. * @param uniform defines the associated uniform location
  97003. * @param textures defines the array of textures to bind
  97004. */
  97005. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  97006. /** @hidden */
  97007. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  97008. private _setTextureParameterFloat;
  97009. private _setTextureParameterInteger;
  97010. /**
  97011. * Reads pixels from the current frame buffer. Please note that this function can be slow
  97012. * @param x defines the x coordinate of the rectangle where pixels must be read
  97013. * @param y defines the y coordinate of the rectangle where pixels must be read
  97014. * @param width defines the width of the rectangle where pixels must be read
  97015. * @param height defines the height of the rectangle where pixels must be read
  97016. * @returns a Uint8Array containing RGBA colors
  97017. */
  97018. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  97019. /**
  97020. * Add an externaly attached data from its key.
  97021. * This method call will fail and return false, if such key already exists.
  97022. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  97023. * @param key the unique key that identifies the data
  97024. * @param data the data object to associate to the key for this Engine instance
  97025. * @return true if no such key were already present and the data was added successfully, false otherwise
  97026. */
  97027. addExternalData<T>(key: string, data: T): boolean;
  97028. /**
  97029. * Get an externaly attached data from its key
  97030. * @param key the unique key that identifies the data
  97031. * @return the associated data, if present (can be null), or undefined if not present
  97032. */
  97033. getExternalData<T>(key: string): T;
  97034. /**
  97035. * Get an externaly attached data from its key, create it using a factory if it's not already present
  97036. * @param key the unique key that identifies the data
  97037. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  97038. * @return the associated data, can be null if the factory returned null.
  97039. */
  97040. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  97041. /**
  97042. * Remove an externaly attached data from the Engine instance
  97043. * @param key the unique key that identifies the data
  97044. * @return true if the data was successfully removed, false if it doesn't exist
  97045. */
  97046. removeExternalData(key: string): boolean;
  97047. /**
  97048. * Unbind all vertex attributes from the webGL context
  97049. */
  97050. unbindAllAttributes(): void;
  97051. /**
  97052. * 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
  97053. */
  97054. releaseEffects(): void;
  97055. /**
  97056. * Dispose and release all associated resources
  97057. */
  97058. dispose(): void;
  97059. /**
  97060. * Display the loading screen
  97061. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97062. */
  97063. displayLoadingUI(): void;
  97064. /**
  97065. * Hide the loading screen
  97066. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97067. */
  97068. hideLoadingUI(): void;
  97069. /**
  97070. * Gets the current loading screen object
  97071. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97072. */
  97073. /**
  97074. * Sets the current loading screen object
  97075. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97076. */
  97077. loadingScreen: ILoadingScreen;
  97078. /**
  97079. * Sets the current loading screen text
  97080. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97081. */
  97082. loadingUIText: string;
  97083. /**
  97084. * Sets the current loading screen background color
  97085. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97086. */
  97087. loadingUIBackgroundColor: string;
  97088. /**
  97089. * Attach a new callback raised when context lost event is fired
  97090. * @param callback defines the callback to call
  97091. */
  97092. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97093. /**
  97094. * Attach a new callback raised when context restored event is fired
  97095. * @param callback defines the callback to call
  97096. */
  97097. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97098. /**
  97099. * Gets the source code of the vertex shader associated with a specific webGL program
  97100. * @param program defines the program to use
  97101. * @returns a string containing the source code of the vertex shader associated with the program
  97102. */
  97103. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  97104. /**
  97105. * Gets the source code of the fragment shader associated with a specific webGL program
  97106. * @param program defines the program to use
  97107. * @returns a string containing the source code of the fragment shader associated with the program
  97108. */
  97109. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  97110. /**
  97111. * Get the current error code of the webGL context
  97112. * @returns the error code
  97113. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  97114. */
  97115. getError(): number;
  97116. /**
  97117. * Gets the current framerate
  97118. * @returns a number representing the framerate
  97119. */
  97120. getFps(): number;
  97121. /**
  97122. * Gets the time spent between current and previous frame
  97123. * @returns a number representing the delta time in ms
  97124. */
  97125. getDeltaTime(): number;
  97126. private _measureFps;
  97127. /** @hidden */
  97128. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  97129. private _canRenderToFloatFramebuffer;
  97130. private _canRenderToHalfFloatFramebuffer;
  97131. private _canRenderToFramebuffer;
  97132. /** @hidden */
  97133. _getWebGLTextureType(type: number): number;
  97134. /** @hidden */
  97135. _getInternalFormat(format: number): number;
  97136. /** @hidden */
  97137. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  97138. /** @hidden */
  97139. _getRGBAMultiSampleBufferFormat(type: number): number;
  97140. /** @hidden */
  97141. _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;
  97142. /** @hidden */
  97143. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  97144. /**
  97145. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  97146. * @returns true if the engine can be created
  97147. * @ignorenaming
  97148. */
  97149. static isSupported(): boolean;
  97150. /**
  97151. * Find the next highest power of two.
  97152. * @param x Number to start search from.
  97153. * @return Next highest power of two.
  97154. */
  97155. static CeilingPOT(x: number): number;
  97156. /**
  97157. * Find the next lowest power of two.
  97158. * @param x Number to start search from.
  97159. * @return Next lowest power of two.
  97160. */
  97161. static FloorPOT(x: number): number;
  97162. /**
  97163. * Find the nearest power of two.
  97164. * @param x Number to start search from.
  97165. * @return Next nearest power of two.
  97166. */
  97167. static NearestPOT(x: number): number;
  97168. /**
  97169. * Get the closest exponent of two
  97170. * @param value defines the value to approximate
  97171. * @param max defines the maximum value to return
  97172. * @param mode defines how to define the closest value
  97173. * @returns closest exponent of two of the given value
  97174. */
  97175. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  97176. /**
  97177. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  97178. * @param func - the function to be called
  97179. * @param requester - the object that will request the next frame. Falls back to window.
  97180. * @returns frame number
  97181. */
  97182. static QueueNewFrame(func: () => void, requester?: any): number;
  97183. /**
  97184. * Ask the browser to promote the current element to pointerlock mode
  97185. * @param element defines the DOM element to promote
  97186. */
  97187. static _RequestPointerlock(element: HTMLElement): void;
  97188. /**
  97189. * Asks the browser to exit pointerlock mode
  97190. */
  97191. static _ExitPointerlock(): void;
  97192. /**
  97193. * Ask the browser to promote the current element to fullscreen rendering mode
  97194. * @param element defines the DOM element to promote
  97195. */
  97196. static _RequestFullscreen(element: HTMLElement): void;
  97197. /**
  97198. * Asks the browser to exit fullscreen mode
  97199. */
  97200. static _ExitFullscreen(): void;
  97201. }
  97202. }
  97203. declare module BABYLON {
  97204. /**
  97205. * The engine store class is responsible to hold all the instances of Engine and Scene created
  97206. * during the life time of the application.
  97207. */
  97208. export class EngineStore {
  97209. /** Gets the list of created engines */
  97210. static Instances: Engine[];
  97211. /** @hidden */
  97212. static _LastCreatedScene: Nullable<Scene>;
  97213. /**
  97214. * Gets the latest created engine
  97215. */
  97216. static readonly LastCreatedEngine: Nullable<Engine>;
  97217. /**
  97218. * Gets the latest created scene
  97219. */
  97220. static readonly LastCreatedScene: Nullable<Scene>;
  97221. /**
  97222. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  97223. * @ignorenaming
  97224. */
  97225. static UseFallbackTexture: boolean;
  97226. /**
  97227. * Texture content used if a texture cannot loaded
  97228. * @ignorenaming
  97229. */
  97230. static FallbackTexture: string;
  97231. }
  97232. }
  97233. declare module BABYLON {
  97234. /**
  97235. * Helper class that provides a small promise polyfill
  97236. */
  97237. export class PromisePolyfill {
  97238. /**
  97239. * Static function used to check if the polyfill is required
  97240. * If this is the case then the function will inject the polyfill to window.Promise
  97241. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  97242. */
  97243. static Apply(force?: boolean): void;
  97244. }
  97245. }
  97246. declare module BABYLON {
  97247. /**
  97248. * Interface for screenshot methods with describe argument called `size` as object with options
  97249. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  97250. */
  97251. export interface IScreenshotSize {
  97252. /**
  97253. * number in pixels for canvas height
  97254. */
  97255. height?: number;
  97256. /**
  97257. * multiplier allowing render at a higher or lower resolution
  97258. * If value is defined then height and width will be ignored and taken from camera
  97259. */
  97260. precision?: number;
  97261. /**
  97262. * number in pixels for canvas width
  97263. */
  97264. width?: number;
  97265. }
  97266. }
  97267. declare module BABYLON {
  97268. interface IColor4Like {
  97269. r: float;
  97270. g: float;
  97271. b: float;
  97272. a: float;
  97273. }
  97274. /**
  97275. * Class containing a set of static utilities functions
  97276. */
  97277. export class Tools {
  97278. /**
  97279. * Gets or sets the base URL to use to load assets
  97280. */
  97281. static BaseUrl: string;
  97282. /**
  97283. * Enable/Disable Custom HTTP Request Headers globally.
  97284. * default = false
  97285. * @see CustomRequestHeaders
  97286. */
  97287. static UseCustomRequestHeaders: boolean;
  97288. /**
  97289. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  97290. * i.e. when loading files, where the server/service expects an Authorization header
  97291. */
  97292. static CustomRequestHeaders: {
  97293. [key: string]: string;
  97294. };
  97295. /**
  97296. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  97297. */
  97298. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  97299. /**
  97300. * Default behaviour for cors in the application.
  97301. * It can be a string if the expected behavior is identical in the entire app.
  97302. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  97303. */
  97304. static CorsBehavior: string | ((url: string | string[]) => string);
  97305. /**
  97306. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  97307. * @ignorenaming
  97308. */
  97309. static UseFallbackTexture: boolean;
  97310. /**
  97311. * Use this object to register external classes like custom textures or material
  97312. * to allow the laoders to instantiate them
  97313. */
  97314. static RegisteredExternalClasses: {
  97315. [key: string]: Object;
  97316. };
  97317. /**
  97318. * Texture content used if a texture cannot loaded
  97319. * @ignorenaming
  97320. */
  97321. static fallbackTexture: string;
  97322. /**
  97323. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  97324. * @param u defines the coordinate on X axis
  97325. * @param v defines the coordinate on Y axis
  97326. * @param width defines the width of the source data
  97327. * @param height defines the height of the source data
  97328. * @param pixels defines the source byte array
  97329. * @param color defines the output color
  97330. */
  97331. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  97332. /**
  97333. * Interpolates between a and b via alpha
  97334. * @param a The lower value (returned when alpha = 0)
  97335. * @param b The upper value (returned when alpha = 1)
  97336. * @param alpha The interpolation-factor
  97337. * @return The mixed value
  97338. */
  97339. static Mix(a: number, b: number, alpha: number): number;
  97340. /**
  97341. * Tries to instantiate a new object from a given class name
  97342. * @param className defines the class name to instantiate
  97343. * @returns the new object or null if the system was not able to do the instantiation
  97344. */
  97345. static Instantiate(className: string): any;
  97346. /**
  97347. * Provides a slice function that will work even on IE
  97348. * @param data defines the array to slice
  97349. * @param start defines the start of the data (optional)
  97350. * @param end defines the end of the data (optional)
  97351. * @returns the new sliced array
  97352. */
  97353. static Slice<T>(data: T, start?: number, end?: number): T;
  97354. /**
  97355. * Polyfill for setImmediate
  97356. * @param action defines the action to execute after the current execution block
  97357. */
  97358. static SetImmediate(action: () => void): void;
  97359. /**
  97360. * Function indicating if a number is an exponent of 2
  97361. * @param value defines the value to test
  97362. * @returns true if the value is an exponent of 2
  97363. */
  97364. static IsExponentOfTwo(value: number): boolean;
  97365. private static _tmpFloatArray;
  97366. /**
  97367. * Returns the nearest 32-bit single precision float representation of a Number
  97368. * @param value A Number. If the parameter is of a different type, it will get converted
  97369. * to a number or to NaN if it cannot be converted
  97370. * @returns number
  97371. */
  97372. static FloatRound(value: number): number;
  97373. /**
  97374. * Extracts the filename from a path
  97375. * @param path defines the path to use
  97376. * @returns the filename
  97377. */
  97378. static GetFilename(path: string): string;
  97379. /**
  97380. * Extracts the "folder" part of a path (everything before the filename).
  97381. * @param uri The URI to extract the info from
  97382. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  97383. * @returns The "folder" part of the path
  97384. */
  97385. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  97386. /**
  97387. * Extracts text content from a DOM element hierarchy
  97388. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  97389. */
  97390. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  97391. /**
  97392. * Convert an angle in radians to degrees
  97393. * @param angle defines the angle to convert
  97394. * @returns the angle in degrees
  97395. */
  97396. static ToDegrees(angle: number): number;
  97397. /**
  97398. * Convert an angle in degrees to radians
  97399. * @param angle defines the angle to convert
  97400. * @returns the angle in radians
  97401. */
  97402. static ToRadians(angle: number): number;
  97403. /**
  97404. * Encode a buffer to a base64 string
  97405. * @param buffer defines the buffer to encode
  97406. * @returns the encoded string
  97407. */
  97408. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  97409. /**
  97410. * Returns an array if obj is not an array
  97411. * @param obj defines the object to evaluate as an array
  97412. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  97413. * @returns either obj directly if obj is an array or a new array containing obj
  97414. */
  97415. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  97416. /**
  97417. * Gets the pointer prefix to use
  97418. * @returns "pointer" if touch is enabled. Else returns "mouse"
  97419. */
  97420. static GetPointerPrefix(): string;
  97421. /**
  97422. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  97423. * @param url define the url we are trying
  97424. * @param element define the dom element where to configure the cors policy
  97425. */
  97426. static SetCorsBehavior(url: string | string[], element: {
  97427. crossOrigin: string | null;
  97428. }): void;
  97429. /**
  97430. * Removes unwanted characters from an url
  97431. * @param url defines the url to clean
  97432. * @returns the cleaned url
  97433. */
  97434. static CleanUrl(url: string): string;
  97435. /**
  97436. * Gets or sets a function used to pre-process url before using them to load assets
  97437. */
  97438. static PreprocessUrl: (url: string) => string;
  97439. /**
  97440. * Loads an image as an HTMLImageElement.
  97441. * @param input url string, ArrayBuffer, or Blob to load
  97442. * @param onLoad callback called when the image successfully loads
  97443. * @param onError callback called when the image fails to load
  97444. * @param offlineProvider offline provider for caching
  97445. * @returns the HTMLImageElement of the loaded image
  97446. */
  97447. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  97448. /**
  97449. * Loads a file
  97450. * @param url url string, ArrayBuffer, or Blob to load
  97451. * @param onSuccess callback called when the file successfully loads
  97452. * @param onProgress callback called while file is loading (if the server supports this mode)
  97453. * @param offlineProvider defines the offline provider for caching
  97454. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  97455. * @param onError callback called when the file fails to load
  97456. * @returns a file request object
  97457. */
  97458. 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;
  97459. /**
  97460. * Loads a file from a url
  97461. * @param url the file url to load
  97462. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  97463. */
  97464. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  97465. /**
  97466. * Load a script (identified by an url). When the url returns, the
  97467. * content of this file is added into a new script element, attached to the DOM (body element)
  97468. * @param scriptUrl defines the url of the script to laod
  97469. * @param onSuccess defines the callback called when the script is loaded
  97470. * @param onError defines the callback to call if an error occurs
  97471. * @param scriptId defines the id of the script element
  97472. */
  97473. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  97474. /**
  97475. * Load an asynchronous script (identified by an url). When the url returns, the
  97476. * content of this file is added into a new script element, attached to the DOM (body element)
  97477. * @param scriptUrl defines the url of the script to laod
  97478. * @param scriptId defines the id of the script element
  97479. * @returns a promise request object
  97480. */
  97481. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  97482. /**
  97483. * Loads a file from a blob
  97484. * @param fileToLoad defines the blob to use
  97485. * @param callback defines the callback to call when data is loaded
  97486. * @param progressCallback defines the callback to call during loading process
  97487. * @returns a file request object
  97488. */
  97489. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  97490. /**
  97491. * Loads a file
  97492. * @param fileToLoad defines the file to load
  97493. * @param callback defines the callback to call when data is loaded
  97494. * @param progressCallBack defines the callback to call during loading process
  97495. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  97496. * @returns a file request object
  97497. */
  97498. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  97499. /**
  97500. * Creates a data url from a given string content
  97501. * @param content defines the content to convert
  97502. * @returns the new data url link
  97503. */
  97504. static FileAsURL(content: string): string;
  97505. /**
  97506. * Format the given number to a specific decimal format
  97507. * @param value defines the number to format
  97508. * @param decimals defines the number of decimals to use
  97509. * @returns the formatted string
  97510. */
  97511. static Format(value: number, decimals?: number): string;
  97512. /**
  97513. * Tries to copy an object by duplicating every property
  97514. * @param source defines the source object
  97515. * @param destination defines the target object
  97516. * @param doNotCopyList defines a list of properties to avoid
  97517. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  97518. */
  97519. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  97520. /**
  97521. * Gets a boolean indicating if the given object has no own property
  97522. * @param obj defines the object to test
  97523. * @returns true if object has no own property
  97524. */
  97525. static IsEmpty(obj: any): boolean;
  97526. /**
  97527. * Function used to register events at window level
  97528. * @param windowElement defines the Window object to use
  97529. * @param events defines the events to register
  97530. */
  97531. static RegisterTopRootEvents(windowElement: Window, events: {
  97532. name: string;
  97533. handler: Nullable<(e: FocusEvent) => any>;
  97534. }[]): void;
  97535. /**
  97536. * Function used to unregister events from window level
  97537. * @param windowElement defines the Window object to use
  97538. * @param events defines the events to unregister
  97539. */
  97540. static UnregisterTopRootEvents(windowElement: Window, events: {
  97541. name: string;
  97542. handler: Nullable<(e: FocusEvent) => any>;
  97543. }[]): void;
  97544. /**
  97545. * @ignore
  97546. */
  97547. static _ScreenshotCanvas: HTMLCanvasElement;
  97548. /**
  97549. * Dumps the current bound framebuffer
  97550. * @param width defines the rendering width
  97551. * @param height defines the rendering height
  97552. * @param engine defines the hosting engine
  97553. * @param successCallback defines the callback triggered once the data are available
  97554. * @param mimeType defines the mime type of the result
  97555. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  97556. */
  97557. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  97558. /**
  97559. * Converts the canvas data to blob.
  97560. * This acts as a polyfill for browsers not supporting the to blob function.
  97561. * @param canvas Defines the canvas to extract the data from
  97562. * @param successCallback Defines the callback triggered once the data are available
  97563. * @param mimeType Defines the mime type of the result
  97564. */
  97565. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  97566. /**
  97567. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  97568. * @param successCallback defines the callback triggered once the data are available
  97569. * @param mimeType defines the mime type of the result
  97570. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  97571. */
  97572. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  97573. /**
  97574. * Downloads a blob in the browser
  97575. * @param blob defines the blob to download
  97576. * @param fileName defines the name of the downloaded file
  97577. */
  97578. static Download(blob: Blob, fileName: string): void;
  97579. /**
  97580. * Captures a screenshot of the current rendering
  97581. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97582. * @param engine defines the rendering engine
  97583. * @param camera defines the source camera
  97584. * @param size This parameter can be set to a single number or to an object with the
  97585. * following (optional) properties: precision, width, height. If a single number is passed,
  97586. * it will be used for both width and height. If an object is passed, the screenshot size
  97587. * will be derived from the parameters. The precision property is a multiplier allowing
  97588. * rendering at a higher or lower resolution
  97589. * @param successCallback defines the callback receives a single parameter which contains the
  97590. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  97591. * src parameter of an <img> to display it
  97592. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  97593. * Check your browser for supported MIME types
  97594. */
  97595. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  97596. /**
  97597. * Captures a screenshot of the current rendering
  97598. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97599. * @param engine defines the rendering engine
  97600. * @param camera defines the source camera
  97601. * @param size This parameter can be set to a single number or to an object with the
  97602. * following (optional) properties: precision, width, height. If a single number is passed,
  97603. * it will be used for both width and height. If an object is passed, the screenshot size
  97604. * will be derived from the parameters. The precision property is a multiplier allowing
  97605. * rendering at a higher or lower resolution
  97606. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  97607. * Check your browser for supported MIME types
  97608. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  97609. * to the src parameter of an <img> to display it
  97610. */
  97611. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  97612. /**
  97613. * Generates an image screenshot from the specified camera.
  97614. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97615. * @param engine The engine to use for rendering
  97616. * @param camera The camera to use for rendering
  97617. * @param size This parameter can be set to a single number or to an object with the
  97618. * following (optional) properties: precision, width, height. If a single number is passed,
  97619. * it will be used for both width and height. If an object is passed, the screenshot size
  97620. * will be derived from the parameters. The precision property is a multiplier allowing
  97621. * rendering at a higher or lower resolution
  97622. * @param successCallback The callback receives a single parameter which contains the
  97623. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  97624. * src parameter of an <img> to display it
  97625. * @param mimeType The MIME type of the screenshot image (default: image/png).
  97626. * Check your browser for supported MIME types
  97627. * @param samples Texture samples (default: 1)
  97628. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  97629. * @param fileName A name for for the downloaded file.
  97630. */
  97631. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  97632. /**
  97633. * Generates an image screenshot from the specified camera.
  97634. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97635. * @param engine The engine to use for rendering
  97636. * @param camera The camera to use for rendering
  97637. * @param size This parameter can be set to a single number or to an object with the
  97638. * following (optional) properties: precision, width, height. If a single number is passed,
  97639. * it will be used for both width and height. If an object is passed, the screenshot size
  97640. * will be derived from the parameters. The precision property is a multiplier allowing
  97641. * rendering at a higher or lower resolution
  97642. * @param mimeType The MIME type of the screenshot image (default: image/png).
  97643. * Check your browser for supported MIME types
  97644. * @param samples Texture samples (default: 1)
  97645. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  97646. * @param fileName A name for for the downloaded file.
  97647. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  97648. * to the src parameter of an <img> to display it
  97649. */
  97650. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  97651. /**
  97652. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  97653. * Be aware Math.random() could cause collisions, but:
  97654. * "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"
  97655. * @returns a pseudo random id
  97656. */
  97657. static RandomId(): string;
  97658. /**
  97659. * Test if the given uri is a base64 string
  97660. * @param uri The uri to test
  97661. * @return True if the uri is a base64 string or false otherwise
  97662. */
  97663. static IsBase64(uri: string): boolean;
  97664. /**
  97665. * Decode the given base64 uri.
  97666. * @param uri The uri to decode
  97667. * @return The decoded base64 data.
  97668. */
  97669. static DecodeBase64(uri: string): ArrayBuffer;
  97670. /**
  97671. * Gets the absolute url.
  97672. * @param url the input url
  97673. * @return the absolute url
  97674. */
  97675. static GetAbsoluteUrl(url: string): string;
  97676. /**
  97677. * No log
  97678. */
  97679. static readonly NoneLogLevel: number;
  97680. /**
  97681. * Only message logs
  97682. */
  97683. static readonly MessageLogLevel: number;
  97684. /**
  97685. * Only warning logs
  97686. */
  97687. static readonly WarningLogLevel: number;
  97688. /**
  97689. * Only error logs
  97690. */
  97691. static readonly ErrorLogLevel: number;
  97692. /**
  97693. * All logs
  97694. */
  97695. static readonly AllLogLevel: number;
  97696. /**
  97697. * Gets a value indicating the number of loading errors
  97698. * @ignorenaming
  97699. */
  97700. static readonly errorsCount: number;
  97701. /**
  97702. * Callback called when a new log is added
  97703. */
  97704. static OnNewCacheEntry: (entry: string) => void;
  97705. /**
  97706. * Log a message to the console
  97707. * @param message defines the message to log
  97708. */
  97709. static Log(message: string): void;
  97710. /**
  97711. * Write a warning message to the console
  97712. * @param message defines the message to log
  97713. */
  97714. static Warn(message: string): void;
  97715. /**
  97716. * Write an error message to the console
  97717. * @param message defines the message to log
  97718. */
  97719. static Error(message: string): void;
  97720. /**
  97721. * Gets current log cache (list of logs)
  97722. */
  97723. static readonly LogCache: string;
  97724. /**
  97725. * Clears the log cache
  97726. */
  97727. static ClearLogCache(): void;
  97728. /**
  97729. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  97730. */
  97731. static LogLevels: number;
  97732. /**
  97733. * Checks if the window object exists
  97734. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  97735. */
  97736. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  97737. /**
  97738. * No performance log
  97739. */
  97740. static readonly PerformanceNoneLogLevel: number;
  97741. /**
  97742. * Use user marks to log performance
  97743. */
  97744. static readonly PerformanceUserMarkLogLevel: number;
  97745. /**
  97746. * Log performance to the console
  97747. */
  97748. static readonly PerformanceConsoleLogLevel: number;
  97749. private static _performance;
  97750. /**
  97751. * Sets the current performance log level
  97752. */
  97753. static PerformanceLogLevel: number;
  97754. private static _StartPerformanceCounterDisabled;
  97755. private static _EndPerformanceCounterDisabled;
  97756. private static _StartUserMark;
  97757. private static _EndUserMark;
  97758. private static _StartPerformanceConsole;
  97759. private static _EndPerformanceConsole;
  97760. /**
  97761. * Starts a performance counter
  97762. */
  97763. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97764. /**
  97765. * Ends a specific performance coutner
  97766. */
  97767. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97768. /**
  97769. * Gets either window.performance.now() if supported or Date.now() else
  97770. */
  97771. static readonly Now: number;
  97772. /**
  97773. * This method will return the name of the class used to create the instance of the given object.
  97774. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  97775. * @param object the object to get the class name from
  97776. * @param isType defines if the object is actually a type
  97777. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  97778. */
  97779. static GetClassName(object: any, isType?: boolean): string;
  97780. /**
  97781. * Gets the first element of an array satisfying a given predicate
  97782. * @param array defines the array to browse
  97783. * @param predicate defines the predicate to use
  97784. * @returns null if not found or the element
  97785. */
  97786. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  97787. /**
  97788. * This method will return the name of the full name of the class, including its owning module (if any).
  97789. * 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).
  97790. * @param object the object to get the class name from
  97791. * @param isType defines if the object is actually a type
  97792. * @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.
  97793. * @ignorenaming
  97794. */
  97795. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  97796. /**
  97797. * Returns a promise that resolves after the given amount of time.
  97798. * @param delay Number of milliseconds to delay
  97799. * @returns Promise that resolves after the given amount of time
  97800. */
  97801. static DelayAsync(delay: number): Promise<void>;
  97802. }
  97803. /**
  97804. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  97805. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  97806. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  97807. * @param name The name of the class, case should be preserved
  97808. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  97809. */
  97810. export function className(name: string, module?: string): (target: Object) => void;
  97811. /**
  97812. * An implementation of a loop for asynchronous functions.
  97813. */
  97814. export class AsyncLoop {
  97815. /**
  97816. * Defines the number of iterations for the loop
  97817. */
  97818. iterations: number;
  97819. /**
  97820. * Defines the current index of the loop.
  97821. */
  97822. index: number;
  97823. private _done;
  97824. private _fn;
  97825. private _successCallback;
  97826. /**
  97827. * Constructor.
  97828. * @param iterations the number of iterations.
  97829. * @param func the function to run each iteration
  97830. * @param successCallback the callback that will be called upon succesful execution
  97831. * @param offset starting offset.
  97832. */
  97833. constructor(
  97834. /**
  97835. * Defines the number of iterations for the loop
  97836. */
  97837. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  97838. /**
  97839. * Execute the next iteration. Must be called after the last iteration was finished.
  97840. */
  97841. executeNext(): void;
  97842. /**
  97843. * Break the loop and run the success callback.
  97844. */
  97845. breakLoop(): void;
  97846. /**
  97847. * Create and run an async loop.
  97848. * @param iterations the number of iterations.
  97849. * @param fn the function to run each iteration
  97850. * @param successCallback the callback that will be called upon succesful execution
  97851. * @param offset starting offset.
  97852. * @returns the created async loop object
  97853. */
  97854. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  97855. /**
  97856. * A for-loop that will run a given number of iterations synchronous and the rest async.
  97857. * @param iterations total number of iterations
  97858. * @param syncedIterations number of synchronous iterations in each async iteration.
  97859. * @param fn the function to call each iteration.
  97860. * @param callback a success call back that will be called when iterating stops.
  97861. * @param breakFunction a break condition (optional)
  97862. * @param timeout timeout settings for the setTimeout function. default - 0.
  97863. * @returns the created async loop object
  97864. */
  97865. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  97866. }
  97867. }
  97868. declare module BABYLON {
  97869. /** @hidden */
  97870. export interface ICollisionCoordinator {
  97871. createCollider(): Collider;
  97872. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  97873. init(scene: Scene): void;
  97874. }
  97875. /** @hidden */
  97876. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  97877. private _scene;
  97878. private _scaledPosition;
  97879. private _scaledVelocity;
  97880. private _finalPosition;
  97881. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  97882. createCollider(): Collider;
  97883. init(scene: Scene): void;
  97884. private _collideWithWorld;
  97885. }
  97886. }
  97887. declare module BABYLON {
  97888. /**
  97889. * Class used to manage all inputs for the scene.
  97890. */
  97891. export class InputManager {
  97892. /** The distance in pixel that you have to move to prevent some events */
  97893. static DragMovementThreshold: number;
  97894. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  97895. static LongPressDelay: number;
  97896. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  97897. static DoubleClickDelay: number;
  97898. /** If you need to check double click without raising a single click at first click, enable this flag */
  97899. static ExclusiveDoubleClickMode: boolean;
  97900. private _wheelEventName;
  97901. private _onPointerMove;
  97902. private _onPointerDown;
  97903. private _onPointerUp;
  97904. private _initClickEvent;
  97905. private _initActionManager;
  97906. private _delayedSimpleClick;
  97907. private _delayedSimpleClickTimeout;
  97908. private _previousDelayedSimpleClickTimeout;
  97909. private _meshPickProceed;
  97910. private _previousButtonPressed;
  97911. private _currentPickResult;
  97912. private _previousPickResult;
  97913. private _totalPointersPressed;
  97914. private _doubleClickOccured;
  97915. private _pointerOverMesh;
  97916. private _pickedDownMesh;
  97917. private _pickedUpMesh;
  97918. private _pointerX;
  97919. private _pointerY;
  97920. private _unTranslatedPointerX;
  97921. private _unTranslatedPointerY;
  97922. private _startingPointerPosition;
  97923. private _previousStartingPointerPosition;
  97924. private _startingPointerTime;
  97925. private _previousStartingPointerTime;
  97926. private _pointerCaptures;
  97927. private _onKeyDown;
  97928. private _onKeyUp;
  97929. private _onCanvasFocusObserver;
  97930. private _onCanvasBlurObserver;
  97931. private _scene;
  97932. /**
  97933. * Creates a new InputManager
  97934. * @param scene defines the hosting scene
  97935. */
  97936. constructor(scene: Scene);
  97937. /**
  97938. * Gets the mesh that is currently under the pointer
  97939. */
  97940. readonly meshUnderPointer: Nullable<AbstractMesh>;
  97941. /**
  97942. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  97943. */
  97944. readonly unTranslatedPointer: Vector2;
  97945. /**
  97946. * Gets or sets the current on-screen X position of the pointer
  97947. */
  97948. pointerX: number;
  97949. /**
  97950. * Gets or sets the current on-screen Y position of the pointer
  97951. */
  97952. pointerY: number;
  97953. private _updatePointerPosition;
  97954. private _processPointerMove;
  97955. private _setRayOnPointerInfo;
  97956. private _checkPrePointerObservable;
  97957. /**
  97958. * Use this method to simulate a pointer move on a mesh
  97959. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97960. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97961. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97962. */
  97963. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  97964. /**
  97965. * Use this method to simulate a pointer down on a mesh
  97966. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97967. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97968. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97969. */
  97970. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  97971. private _processPointerDown;
  97972. /** @hidden */
  97973. _isPointerSwiping(): boolean;
  97974. /**
  97975. * Use this method to simulate a pointer up on a mesh
  97976. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97977. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97978. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97979. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  97980. */
  97981. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  97982. private _processPointerUp;
  97983. /**
  97984. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  97985. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  97986. * @returns true if the pointer was captured
  97987. */
  97988. isPointerCaptured(pointerId?: number): boolean;
  97989. /**
  97990. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  97991. * @param attachUp defines if you want to attach events to pointerup
  97992. * @param attachDown defines if you want to attach events to pointerdown
  97993. * @param attachMove defines if you want to attach events to pointermove
  97994. */
  97995. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  97996. /**
  97997. * Detaches all event handlers
  97998. */
  97999. detachControl(): void;
  98000. /**
  98001. * Force the value of meshUnderPointer
  98002. * @param mesh defines the mesh to use
  98003. */
  98004. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  98005. /**
  98006. * Gets the mesh under the pointer
  98007. * @returns a Mesh or null if no mesh is under the pointer
  98008. */
  98009. getPointerOverMesh(): Nullable<AbstractMesh>;
  98010. }
  98011. }
  98012. declare module BABYLON {
  98013. /**
  98014. * Helper class used to generate session unique ID
  98015. */
  98016. export class UniqueIdGenerator {
  98017. private static _UniqueIdCounter;
  98018. /**
  98019. * Gets an unique (relatively to the current scene) Id
  98020. */
  98021. static readonly UniqueId: number;
  98022. }
  98023. }
  98024. declare module BABYLON {
  98025. /**
  98026. * This class defines the direct association between an animation and a target
  98027. */
  98028. export class TargetedAnimation {
  98029. /**
  98030. * Animation to perform
  98031. */
  98032. animation: Animation;
  98033. /**
  98034. * Target to animate
  98035. */
  98036. target: any;
  98037. /**
  98038. * Serialize the object
  98039. * @returns the JSON object representing the current entity
  98040. */
  98041. serialize(): any;
  98042. }
  98043. /**
  98044. * Use this class to create coordinated animations on multiple targets
  98045. */
  98046. export class AnimationGroup implements IDisposable {
  98047. /** The name of the animation group */
  98048. name: string;
  98049. private _scene;
  98050. private _targetedAnimations;
  98051. private _animatables;
  98052. private _from;
  98053. private _to;
  98054. private _isStarted;
  98055. private _isPaused;
  98056. private _speedRatio;
  98057. private _loopAnimation;
  98058. /**
  98059. * Gets or sets the unique id of the node
  98060. */
  98061. uniqueId: number;
  98062. /**
  98063. * This observable will notify when one animation have ended
  98064. */
  98065. onAnimationEndObservable: Observable<TargetedAnimation>;
  98066. /**
  98067. * Observer raised when one animation loops
  98068. */
  98069. onAnimationLoopObservable: Observable<TargetedAnimation>;
  98070. /**
  98071. * This observable will notify when all animations have ended.
  98072. */
  98073. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  98074. /**
  98075. * This observable will notify when all animations have paused.
  98076. */
  98077. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  98078. /**
  98079. * This observable will notify when all animations are playing.
  98080. */
  98081. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  98082. /**
  98083. * Gets the first frame
  98084. */
  98085. readonly from: number;
  98086. /**
  98087. * Gets the last frame
  98088. */
  98089. readonly to: number;
  98090. /**
  98091. * Define if the animations are started
  98092. */
  98093. readonly isStarted: boolean;
  98094. /**
  98095. * Gets a value indicating that the current group is playing
  98096. */
  98097. readonly isPlaying: boolean;
  98098. /**
  98099. * Gets or sets the speed ratio to use for all animations
  98100. */
  98101. /**
  98102. * Gets or sets the speed ratio to use for all animations
  98103. */
  98104. speedRatio: number;
  98105. /**
  98106. * Gets or sets if all animations should loop or not
  98107. */
  98108. loopAnimation: boolean;
  98109. /**
  98110. * Gets the targeted animations for this animation group
  98111. */
  98112. readonly targetedAnimations: Array<TargetedAnimation>;
  98113. /**
  98114. * returning the list of animatables controlled by this animation group.
  98115. */
  98116. readonly animatables: Array<Animatable>;
  98117. /**
  98118. * Instantiates a new Animation Group.
  98119. * This helps managing several animations at once.
  98120. * @see http://doc.babylonjs.com/how_to/group
  98121. * @param name Defines the name of the group
  98122. * @param scene Defines the scene the group belongs to
  98123. */
  98124. constructor(
  98125. /** The name of the animation group */
  98126. name: string, scene?: Nullable<Scene>);
  98127. /**
  98128. * Add an animation (with its target) in the group
  98129. * @param animation defines the animation we want to add
  98130. * @param target defines the target of the animation
  98131. * @returns the TargetedAnimation object
  98132. */
  98133. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  98134. /**
  98135. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  98136. * It can add constant keys at begin or end
  98137. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  98138. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  98139. * @returns the animation group
  98140. */
  98141. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  98142. /**
  98143. * Start all animations on given targets
  98144. * @param loop defines if animations must loop
  98145. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  98146. * @param from defines the from key (optional)
  98147. * @param to defines the to key (optional)
  98148. * @returns the current animation group
  98149. */
  98150. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  98151. /**
  98152. * Pause all animations
  98153. * @returns the animation group
  98154. */
  98155. pause(): AnimationGroup;
  98156. /**
  98157. * Play all animations to initial state
  98158. * This function will start() the animations if they were not started or will restart() them if they were paused
  98159. * @param loop defines if animations must loop
  98160. * @returns the animation group
  98161. */
  98162. play(loop?: boolean): AnimationGroup;
  98163. /**
  98164. * Reset all animations to initial state
  98165. * @returns the animation group
  98166. */
  98167. reset(): AnimationGroup;
  98168. /**
  98169. * Restart animations from key 0
  98170. * @returns the animation group
  98171. */
  98172. restart(): AnimationGroup;
  98173. /**
  98174. * Stop all animations
  98175. * @returns the animation group
  98176. */
  98177. stop(): AnimationGroup;
  98178. /**
  98179. * Set animation weight for all animatables
  98180. * @param weight defines the weight to use
  98181. * @return the animationGroup
  98182. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  98183. */
  98184. setWeightForAllAnimatables(weight: number): AnimationGroup;
  98185. /**
  98186. * Synchronize and normalize all animatables with a source animatable
  98187. * @param root defines the root animatable to synchronize with
  98188. * @return the animationGroup
  98189. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  98190. */
  98191. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  98192. /**
  98193. * Goes to a specific frame in this animation group
  98194. * @param frame the frame number to go to
  98195. * @return the animationGroup
  98196. */
  98197. goToFrame(frame: number): AnimationGroup;
  98198. /**
  98199. * Dispose all associated resources
  98200. */
  98201. dispose(): void;
  98202. private _checkAnimationGroupEnded;
  98203. /**
  98204. * Clone the current animation group and returns a copy
  98205. * @param newName defines the name of the new group
  98206. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  98207. * @returns the new aniamtion group
  98208. */
  98209. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  98210. /**
  98211. * Serializes the animationGroup to an object
  98212. * @returns Serialized object
  98213. */
  98214. serialize(): any;
  98215. /**
  98216. * Returns a new AnimationGroup object parsed from the source provided.
  98217. * @param parsedAnimationGroup defines the source
  98218. * @param scene defines the scene that will receive the animationGroup
  98219. * @returns a new AnimationGroup
  98220. */
  98221. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  98222. /**
  98223. * Returns the string "AnimationGroup"
  98224. * @returns "AnimationGroup"
  98225. */
  98226. getClassName(): string;
  98227. /**
  98228. * Creates a detailled string about the object
  98229. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  98230. * @returns a string representing the object
  98231. */
  98232. toString(fullDetails?: boolean): string;
  98233. }
  98234. }
  98235. declare module BABYLON {
  98236. /**
  98237. * Define an interface for all classes that will hold resources
  98238. */
  98239. export interface IDisposable {
  98240. /**
  98241. * Releases all held resources
  98242. */
  98243. dispose(): void;
  98244. }
  98245. /** Interface defining initialization parameters for Scene class */
  98246. export interface SceneOptions {
  98247. /**
  98248. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  98249. * It will improve performance when the number of geometries becomes important.
  98250. */
  98251. useGeometryUniqueIdsMap?: boolean;
  98252. /**
  98253. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  98254. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  98255. */
  98256. useMaterialMeshMap?: boolean;
  98257. /**
  98258. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  98259. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  98260. */
  98261. useClonedMeshhMap?: boolean;
  98262. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  98263. virtual?: boolean;
  98264. }
  98265. /**
  98266. * Represents a scene to be rendered by the engine.
  98267. * @see http://doc.babylonjs.com/features/scene
  98268. */
  98269. export class Scene extends AbstractScene implements IAnimatable {
  98270. /** The fog is deactivated */
  98271. static readonly FOGMODE_NONE: number;
  98272. /** The fog density is following an exponential function */
  98273. static readonly FOGMODE_EXP: number;
  98274. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  98275. static readonly FOGMODE_EXP2: number;
  98276. /** The fog density is following a linear function. */
  98277. static readonly FOGMODE_LINEAR: number;
  98278. /**
  98279. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  98280. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98281. */
  98282. static MinDeltaTime: number;
  98283. /**
  98284. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  98285. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98286. */
  98287. static MaxDeltaTime: number;
  98288. /**
  98289. * Factory used to create the default material.
  98290. * @param name The name of the material to create
  98291. * @param scene The scene to create the material for
  98292. * @returns The default material
  98293. */
  98294. static DefaultMaterialFactory(scene: Scene): Material;
  98295. /**
  98296. * Factory used to create the a collision coordinator.
  98297. * @returns The collision coordinator
  98298. */
  98299. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  98300. /** @hidden */
  98301. _inputManager: InputManager;
  98302. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  98303. cameraToUseForPointers: Nullable<Camera>;
  98304. /** @hidden */
  98305. readonly _isScene: boolean;
  98306. /**
  98307. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  98308. */
  98309. autoClear: boolean;
  98310. /**
  98311. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  98312. */
  98313. autoClearDepthAndStencil: boolean;
  98314. /**
  98315. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  98316. */
  98317. clearColor: Color4;
  98318. /**
  98319. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  98320. */
  98321. ambientColor: Color3;
  98322. /**
  98323. * This is use to store the default BRDF lookup for PBR materials in your scene.
  98324. * It should only be one of the following (if not the default embedded one):
  98325. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  98326. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  98327. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  98328. * The material properties need to be setup according to the type of texture in use.
  98329. */
  98330. environmentBRDFTexture: BaseTexture;
  98331. /** @hidden */
  98332. protected _environmentTexture: Nullable<BaseTexture>;
  98333. /**
  98334. * Texture used in all pbr material as the reflection texture.
  98335. * As in the majority of the scene they are the same (exception for multi room and so on),
  98336. * this is easier to reference from here than from all the materials.
  98337. */
  98338. /**
  98339. * Texture used in all pbr material as the reflection texture.
  98340. * As in the majority of the scene they are the same (exception for multi room and so on),
  98341. * this is easier to set here than in all the materials.
  98342. */
  98343. environmentTexture: Nullable<BaseTexture>;
  98344. /** @hidden */
  98345. protected _environmentIntensity: number;
  98346. /**
  98347. * Intensity of the environment in all pbr material.
  98348. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  98349. * As in the majority of the scene they are the same (exception for multi room and so on),
  98350. * this is easier to reference from here than from all the materials.
  98351. */
  98352. /**
  98353. * Intensity of the environment in all pbr material.
  98354. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  98355. * As in the majority of the scene they are the same (exception for multi room and so on),
  98356. * this is easier to set here than in all the materials.
  98357. */
  98358. environmentIntensity: number;
  98359. /** @hidden */
  98360. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  98361. /**
  98362. * Default image processing configuration used either in the rendering
  98363. * Forward main pass or through the imageProcessingPostProcess if present.
  98364. * As in the majority of the scene they are the same (exception for multi camera),
  98365. * this is easier to reference from here than from all the materials and post process.
  98366. *
  98367. * No setter as we it is a shared configuration, you can set the values instead.
  98368. */
  98369. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  98370. private _forceWireframe;
  98371. /**
  98372. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  98373. */
  98374. forceWireframe: boolean;
  98375. private _forcePointsCloud;
  98376. /**
  98377. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  98378. */
  98379. forcePointsCloud: boolean;
  98380. /**
  98381. * Gets or sets the active clipplane 1
  98382. */
  98383. clipPlane: Nullable<Plane>;
  98384. /**
  98385. * Gets or sets the active clipplane 2
  98386. */
  98387. clipPlane2: Nullable<Plane>;
  98388. /**
  98389. * Gets or sets the active clipplane 3
  98390. */
  98391. clipPlane3: Nullable<Plane>;
  98392. /**
  98393. * Gets or sets the active clipplane 4
  98394. */
  98395. clipPlane4: Nullable<Plane>;
  98396. /**
  98397. * Gets or sets a boolean indicating if animations are enabled
  98398. */
  98399. animationsEnabled: boolean;
  98400. private _animationPropertiesOverride;
  98401. /**
  98402. * Gets or sets the animation properties override
  98403. */
  98404. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  98405. /**
  98406. * Gets or sets a boolean indicating if a constant deltatime has to be used
  98407. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  98408. */
  98409. useConstantAnimationDeltaTime: boolean;
  98410. /**
  98411. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  98412. * Please note that it requires to run a ray cast through the scene on every frame
  98413. */
  98414. constantlyUpdateMeshUnderPointer: boolean;
  98415. /**
  98416. * Defines the HTML cursor to use when hovering over interactive elements
  98417. */
  98418. hoverCursor: string;
  98419. /**
  98420. * Defines the HTML default cursor to use (empty by default)
  98421. */
  98422. defaultCursor: string;
  98423. /**
  98424. * This is used to call preventDefault() on pointer down
  98425. * in order to block unwanted artifacts like system double clicks
  98426. */
  98427. preventDefaultOnPointerDown: boolean;
  98428. /**
  98429. * This is used to call preventDefault() on pointer up
  98430. * in order to block unwanted artifacts like system double clicks
  98431. */
  98432. preventDefaultOnPointerUp: boolean;
  98433. /**
  98434. * Gets or sets user defined metadata
  98435. */
  98436. metadata: any;
  98437. /**
  98438. * For internal use only. Please do not use.
  98439. */
  98440. reservedDataStore: any;
  98441. /**
  98442. * Gets the name of the plugin used to load this scene (null by default)
  98443. */
  98444. loadingPluginName: string;
  98445. /**
  98446. * Use this array to add regular expressions used to disable offline support for specific urls
  98447. */
  98448. disableOfflineSupportExceptionRules: RegExp[];
  98449. /**
  98450. * An event triggered when the scene is disposed.
  98451. */
  98452. onDisposeObservable: Observable<Scene>;
  98453. private _onDisposeObserver;
  98454. /** Sets a function to be executed when this scene is disposed. */
  98455. onDispose: () => void;
  98456. /**
  98457. * An event triggered before rendering the scene (right after animations and physics)
  98458. */
  98459. onBeforeRenderObservable: Observable<Scene>;
  98460. private _onBeforeRenderObserver;
  98461. /** Sets a function to be executed before rendering this scene */
  98462. beforeRender: Nullable<() => void>;
  98463. /**
  98464. * An event triggered after rendering the scene
  98465. */
  98466. onAfterRenderObservable: Observable<Scene>;
  98467. /**
  98468. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  98469. */
  98470. onAfterRenderCameraObservable: Observable<Camera>;
  98471. private _onAfterRenderObserver;
  98472. /** Sets a function to be executed after rendering this scene */
  98473. afterRender: Nullable<() => void>;
  98474. /**
  98475. * An event triggered before animating the scene
  98476. */
  98477. onBeforeAnimationsObservable: Observable<Scene>;
  98478. /**
  98479. * An event triggered after animations processing
  98480. */
  98481. onAfterAnimationsObservable: Observable<Scene>;
  98482. /**
  98483. * An event triggered before draw calls are ready to be sent
  98484. */
  98485. onBeforeDrawPhaseObservable: Observable<Scene>;
  98486. /**
  98487. * An event triggered after draw calls have been sent
  98488. */
  98489. onAfterDrawPhaseObservable: Observable<Scene>;
  98490. /**
  98491. * An event triggered when the scene is ready
  98492. */
  98493. onReadyObservable: Observable<Scene>;
  98494. /**
  98495. * An event triggered before rendering a camera
  98496. */
  98497. onBeforeCameraRenderObservable: Observable<Camera>;
  98498. private _onBeforeCameraRenderObserver;
  98499. /** Sets a function to be executed before rendering a camera*/
  98500. beforeCameraRender: () => void;
  98501. /**
  98502. * An event triggered after rendering a camera
  98503. */
  98504. onAfterCameraRenderObservable: Observable<Camera>;
  98505. private _onAfterCameraRenderObserver;
  98506. /** Sets a function to be executed after rendering a camera*/
  98507. afterCameraRender: () => void;
  98508. /**
  98509. * An event triggered when active meshes evaluation is about to start
  98510. */
  98511. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  98512. /**
  98513. * An event triggered when active meshes evaluation is done
  98514. */
  98515. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  98516. /**
  98517. * An event triggered when particles rendering is about to start
  98518. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  98519. */
  98520. onBeforeParticlesRenderingObservable: Observable<Scene>;
  98521. /**
  98522. * An event triggered when particles rendering is done
  98523. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  98524. */
  98525. onAfterParticlesRenderingObservable: Observable<Scene>;
  98526. /**
  98527. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  98528. */
  98529. onDataLoadedObservable: Observable<Scene>;
  98530. /**
  98531. * An event triggered when a camera is created
  98532. */
  98533. onNewCameraAddedObservable: Observable<Camera>;
  98534. /**
  98535. * An event triggered when a camera is removed
  98536. */
  98537. onCameraRemovedObservable: Observable<Camera>;
  98538. /**
  98539. * An event triggered when a light is created
  98540. */
  98541. onNewLightAddedObservable: Observable<Light>;
  98542. /**
  98543. * An event triggered when a light is removed
  98544. */
  98545. onLightRemovedObservable: Observable<Light>;
  98546. /**
  98547. * An event triggered when a geometry is created
  98548. */
  98549. onNewGeometryAddedObservable: Observable<Geometry>;
  98550. /**
  98551. * An event triggered when a geometry is removed
  98552. */
  98553. onGeometryRemovedObservable: Observable<Geometry>;
  98554. /**
  98555. * An event triggered when a transform node is created
  98556. */
  98557. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  98558. /**
  98559. * An event triggered when a transform node is removed
  98560. */
  98561. onTransformNodeRemovedObservable: Observable<TransformNode>;
  98562. /**
  98563. * An event triggered when a mesh is created
  98564. */
  98565. onNewMeshAddedObservable: Observable<AbstractMesh>;
  98566. /**
  98567. * An event triggered when a mesh is removed
  98568. */
  98569. onMeshRemovedObservable: Observable<AbstractMesh>;
  98570. /**
  98571. * An event triggered when a skeleton is created
  98572. */
  98573. onNewSkeletonAddedObservable: Observable<Skeleton>;
  98574. /**
  98575. * An event triggered when a skeleton is removed
  98576. */
  98577. onSkeletonRemovedObservable: Observable<Skeleton>;
  98578. /**
  98579. * An event triggered when a material is created
  98580. */
  98581. onNewMaterialAddedObservable: Observable<Material>;
  98582. /**
  98583. * An event triggered when a material is removed
  98584. */
  98585. onMaterialRemovedObservable: Observable<Material>;
  98586. /**
  98587. * An event triggered when a texture is created
  98588. */
  98589. onNewTextureAddedObservable: Observable<BaseTexture>;
  98590. /**
  98591. * An event triggered when a texture is removed
  98592. */
  98593. onTextureRemovedObservable: Observable<BaseTexture>;
  98594. /**
  98595. * An event triggered when render targets are about to be rendered
  98596. * Can happen multiple times per frame.
  98597. */
  98598. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  98599. /**
  98600. * An event triggered when render targets were rendered.
  98601. * Can happen multiple times per frame.
  98602. */
  98603. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  98604. /**
  98605. * An event triggered before calculating deterministic simulation step
  98606. */
  98607. onBeforeStepObservable: Observable<Scene>;
  98608. /**
  98609. * An event triggered after calculating deterministic simulation step
  98610. */
  98611. onAfterStepObservable: Observable<Scene>;
  98612. /**
  98613. * An event triggered when the activeCamera property is updated
  98614. */
  98615. onActiveCameraChanged: Observable<Scene>;
  98616. /**
  98617. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  98618. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  98619. * 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)
  98620. */
  98621. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  98622. /**
  98623. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  98624. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  98625. * 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)
  98626. */
  98627. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  98628. /**
  98629. * This Observable will when a mesh has been imported into the scene.
  98630. */
  98631. onMeshImportedObservable: Observable<AbstractMesh>;
  98632. /**
  98633. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  98634. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  98635. */
  98636. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  98637. /** @hidden */
  98638. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  98639. /**
  98640. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  98641. */
  98642. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  98643. /**
  98644. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  98645. */
  98646. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  98647. /**
  98648. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  98649. */
  98650. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  98651. /** Callback called when a pointer move is detected */
  98652. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  98653. /** Callback called when a pointer down is detected */
  98654. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  98655. /** Callback called when a pointer up is detected */
  98656. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  98657. /** Callback called when a pointer pick is detected */
  98658. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  98659. /**
  98660. * 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).
  98661. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  98662. */
  98663. onPrePointerObservable: Observable<PointerInfoPre>;
  98664. /**
  98665. * Observable event triggered each time an input event is received from the rendering canvas
  98666. */
  98667. onPointerObservable: Observable<PointerInfo>;
  98668. /**
  98669. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  98670. */
  98671. readonly unTranslatedPointer: Vector2;
  98672. /**
  98673. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  98674. */
  98675. static DragMovementThreshold: number;
  98676. /**
  98677. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  98678. */
  98679. static LongPressDelay: number;
  98680. /**
  98681. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  98682. */
  98683. static DoubleClickDelay: number;
  98684. /** If you need to check double click without raising a single click at first click, enable this flag */
  98685. static ExclusiveDoubleClickMode: boolean;
  98686. /** @hidden */
  98687. _mirroredCameraPosition: Nullable<Vector3>;
  98688. /**
  98689. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  98690. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  98691. */
  98692. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  98693. /**
  98694. * Observable event triggered each time an keyboard event is received from the hosting window
  98695. */
  98696. onKeyboardObservable: Observable<KeyboardInfo>;
  98697. private _useRightHandedSystem;
  98698. /**
  98699. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  98700. */
  98701. useRightHandedSystem: boolean;
  98702. private _timeAccumulator;
  98703. private _currentStepId;
  98704. private _currentInternalStep;
  98705. /**
  98706. * Sets the step Id used by deterministic lock step
  98707. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98708. * @param newStepId defines the step Id
  98709. */
  98710. setStepId(newStepId: number): void;
  98711. /**
  98712. * Gets the step Id used by deterministic lock step
  98713. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98714. * @returns the step Id
  98715. */
  98716. getStepId(): number;
  98717. /**
  98718. * Gets the internal step used by deterministic lock step
  98719. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98720. * @returns the internal step
  98721. */
  98722. getInternalStep(): number;
  98723. private _fogEnabled;
  98724. /**
  98725. * Gets or sets a boolean indicating if fog is enabled on this scene
  98726. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98727. * (Default is true)
  98728. */
  98729. fogEnabled: boolean;
  98730. private _fogMode;
  98731. /**
  98732. * Gets or sets the fog mode to use
  98733. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98734. * | mode | value |
  98735. * | --- | --- |
  98736. * | FOGMODE_NONE | 0 |
  98737. * | FOGMODE_EXP | 1 |
  98738. * | FOGMODE_EXP2 | 2 |
  98739. * | FOGMODE_LINEAR | 3 |
  98740. */
  98741. fogMode: number;
  98742. /**
  98743. * Gets or sets the fog color to use
  98744. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98745. * (Default is Color3(0.2, 0.2, 0.3))
  98746. */
  98747. fogColor: Color3;
  98748. /**
  98749. * Gets or sets the fog density to use
  98750. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98751. * (Default is 0.1)
  98752. */
  98753. fogDensity: number;
  98754. /**
  98755. * Gets or sets the fog start distance to use
  98756. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98757. * (Default is 0)
  98758. */
  98759. fogStart: number;
  98760. /**
  98761. * Gets or sets the fog end distance to use
  98762. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98763. * (Default is 1000)
  98764. */
  98765. fogEnd: number;
  98766. private _shadowsEnabled;
  98767. /**
  98768. * Gets or sets a boolean indicating if shadows are enabled on this scene
  98769. */
  98770. shadowsEnabled: boolean;
  98771. private _lightsEnabled;
  98772. /**
  98773. * Gets or sets a boolean indicating if lights are enabled on this scene
  98774. */
  98775. lightsEnabled: boolean;
  98776. /** All of the active cameras added to this scene. */
  98777. activeCameras: Camera[];
  98778. /** @hidden */
  98779. _activeCamera: Nullable<Camera>;
  98780. /** Gets or sets the current active camera */
  98781. activeCamera: Nullable<Camera>;
  98782. private _defaultMaterial;
  98783. /** The default material used on meshes when no material is affected */
  98784. /** The default material used on meshes when no material is affected */
  98785. defaultMaterial: Material;
  98786. private _texturesEnabled;
  98787. /**
  98788. * Gets or sets a boolean indicating if textures are enabled on this scene
  98789. */
  98790. texturesEnabled: boolean;
  98791. /**
  98792. * Gets or sets a boolean indicating if particles are enabled on this scene
  98793. */
  98794. particlesEnabled: boolean;
  98795. /**
  98796. * Gets or sets a boolean indicating if sprites are enabled on this scene
  98797. */
  98798. spritesEnabled: boolean;
  98799. private _skeletonsEnabled;
  98800. /**
  98801. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  98802. */
  98803. skeletonsEnabled: boolean;
  98804. /**
  98805. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  98806. */
  98807. lensFlaresEnabled: boolean;
  98808. /**
  98809. * Gets or sets a boolean indicating if collisions are enabled on this scene
  98810. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98811. */
  98812. collisionsEnabled: boolean;
  98813. private _collisionCoordinator;
  98814. /** @hidden */
  98815. readonly collisionCoordinator: ICollisionCoordinator;
  98816. /**
  98817. * Defines the gravity applied to this scene (used only for collisions)
  98818. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98819. */
  98820. gravity: Vector3;
  98821. /**
  98822. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  98823. */
  98824. postProcessesEnabled: boolean;
  98825. /**
  98826. * The list of postprocesses added to the scene
  98827. */
  98828. postProcesses: PostProcess[];
  98829. /**
  98830. * Gets the current postprocess manager
  98831. */
  98832. postProcessManager: PostProcessManager;
  98833. /**
  98834. * Gets or sets a boolean indicating if render targets are enabled on this scene
  98835. */
  98836. renderTargetsEnabled: boolean;
  98837. /**
  98838. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  98839. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  98840. */
  98841. dumpNextRenderTargets: boolean;
  98842. /**
  98843. * The list of user defined render targets added to the scene
  98844. */
  98845. customRenderTargets: RenderTargetTexture[];
  98846. /**
  98847. * Defines if texture loading must be delayed
  98848. * If true, textures will only be loaded when they need to be rendered
  98849. */
  98850. useDelayedTextureLoading: boolean;
  98851. /**
  98852. * Gets the list of meshes imported to the scene through SceneLoader
  98853. */
  98854. importedMeshesFiles: String[];
  98855. /**
  98856. * Gets or sets a boolean indicating if probes are enabled on this scene
  98857. */
  98858. probesEnabled: boolean;
  98859. /**
  98860. * Gets or sets the current offline provider to use to store scene data
  98861. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  98862. */
  98863. offlineProvider: IOfflineProvider;
  98864. /**
  98865. * Gets or sets the action manager associated with the scene
  98866. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  98867. */
  98868. actionManager: AbstractActionManager;
  98869. private _meshesForIntersections;
  98870. /**
  98871. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  98872. */
  98873. proceduralTexturesEnabled: boolean;
  98874. private _engine;
  98875. private _totalVertices;
  98876. /** @hidden */
  98877. _activeIndices: PerfCounter;
  98878. /** @hidden */
  98879. _activeParticles: PerfCounter;
  98880. /** @hidden */
  98881. _activeBones: PerfCounter;
  98882. private _animationRatio;
  98883. /** @hidden */
  98884. _animationTimeLast: number;
  98885. /** @hidden */
  98886. _animationTime: number;
  98887. /**
  98888. * Gets or sets a general scale for animation speed
  98889. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  98890. */
  98891. animationTimeScale: number;
  98892. /** @hidden */
  98893. _cachedMaterial: Nullable<Material>;
  98894. /** @hidden */
  98895. _cachedEffect: Nullable<Effect>;
  98896. /** @hidden */
  98897. _cachedVisibility: Nullable<number>;
  98898. private _renderId;
  98899. private _frameId;
  98900. private _executeWhenReadyTimeoutId;
  98901. private _intermediateRendering;
  98902. private _viewUpdateFlag;
  98903. private _projectionUpdateFlag;
  98904. /** @hidden */
  98905. _toBeDisposed: Nullable<IDisposable>[];
  98906. private _activeRequests;
  98907. /** @hidden */
  98908. _pendingData: any[];
  98909. private _isDisposed;
  98910. /**
  98911. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  98912. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  98913. */
  98914. dispatchAllSubMeshesOfActiveMeshes: boolean;
  98915. private _activeMeshes;
  98916. private _processedMaterials;
  98917. private _renderTargets;
  98918. /** @hidden */
  98919. _activeParticleSystems: SmartArray<IParticleSystem>;
  98920. private _activeSkeletons;
  98921. private _softwareSkinnedMeshes;
  98922. private _renderingManager;
  98923. /** @hidden */
  98924. _activeAnimatables: Animatable[];
  98925. private _transformMatrix;
  98926. private _sceneUbo;
  98927. /** @hidden */
  98928. _viewMatrix: Matrix;
  98929. private _projectionMatrix;
  98930. /** @hidden */
  98931. _forcedViewPosition: Nullable<Vector3>;
  98932. /** @hidden */
  98933. _frustumPlanes: Plane[];
  98934. /**
  98935. * Gets the list of frustum planes (built from the active camera)
  98936. */
  98937. readonly frustumPlanes: Plane[];
  98938. /**
  98939. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  98940. * This is useful if there are more lights that the maximum simulteanous authorized
  98941. */
  98942. requireLightSorting: boolean;
  98943. /** @hidden */
  98944. readonly useMaterialMeshMap: boolean;
  98945. /** @hidden */
  98946. readonly useClonedMeshhMap: boolean;
  98947. private _externalData;
  98948. private _uid;
  98949. /**
  98950. * @hidden
  98951. * Backing store of defined scene components.
  98952. */
  98953. _components: ISceneComponent[];
  98954. /**
  98955. * @hidden
  98956. * Backing store of defined scene components.
  98957. */
  98958. _serializableComponents: ISceneSerializableComponent[];
  98959. /**
  98960. * List of components to register on the next registration step.
  98961. */
  98962. private _transientComponents;
  98963. /**
  98964. * Registers the transient components if needed.
  98965. */
  98966. private _registerTransientComponents;
  98967. /**
  98968. * @hidden
  98969. * Add a component to the scene.
  98970. * Note that the ccomponent could be registered on th next frame if this is called after
  98971. * the register component stage.
  98972. * @param component Defines the component to add to the scene
  98973. */
  98974. _addComponent(component: ISceneComponent): void;
  98975. /**
  98976. * @hidden
  98977. * Gets a component from the scene.
  98978. * @param name defines the name of the component to retrieve
  98979. * @returns the component or null if not present
  98980. */
  98981. _getComponent(name: string): Nullable<ISceneComponent>;
  98982. /**
  98983. * @hidden
  98984. * Defines the actions happening before camera updates.
  98985. */
  98986. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  98987. /**
  98988. * @hidden
  98989. * Defines the actions happening before clear the canvas.
  98990. */
  98991. _beforeClearStage: Stage<SimpleStageAction>;
  98992. /**
  98993. * @hidden
  98994. * Defines the actions when collecting render targets for the frame.
  98995. */
  98996. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  98997. /**
  98998. * @hidden
  98999. * Defines the actions happening for one camera in the frame.
  99000. */
  99001. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  99002. /**
  99003. * @hidden
  99004. * Defines the actions happening during the per mesh ready checks.
  99005. */
  99006. _isReadyForMeshStage: Stage<MeshStageAction>;
  99007. /**
  99008. * @hidden
  99009. * Defines the actions happening before evaluate active mesh checks.
  99010. */
  99011. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  99012. /**
  99013. * @hidden
  99014. * Defines the actions happening during the evaluate sub mesh checks.
  99015. */
  99016. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  99017. /**
  99018. * @hidden
  99019. * Defines the actions happening during the active mesh stage.
  99020. */
  99021. _activeMeshStage: Stage<ActiveMeshStageAction>;
  99022. /**
  99023. * @hidden
  99024. * Defines the actions happening during the per camera render target step.
  99025. */
  99026. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  99027. /**
  99028. * @hidden
  99029. * Defines the actions happening just before the active camera is drawing.
  99030. */
  99031. _beforeCameraDrawStage: Stage<CameraStageAction>;
  99032. /**
  99033. * @hidden
  99034. * Defines the actions happening just before a render target is drawing.
  99035. */
  99036. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  99037. /**
  99038. * @hidden
  99039. * Defines the actions happening just before a rendering group is drawing.
  99040. */
  99041. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  99042. /**
  99043. * @hidden
  99044. * Defines the actions happening just before a mesh is drawing.
  99045. */
  99046. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  99047. /**
  99048. * @hidden
  99049. * Defines the actions happening just after a mesh has been drawn.
  99050. */
  99051. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  99052. /**
  99053. * @hidden
  99054. * Defines the actions happening just after a rendering group has been drawn.
  99055. */
  99056. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  99057. /**
  99058. * @hidden
  99059. * Defines the actions happening just after the active camera has been drawn.
  99060. */
  99061. _afterCameraDrawStage: Stage<CameraStageAction>;
  99062. /**
  99063. * @hidden
  99064. * Defines the actions happening just after a render target has been drawn.
  99065. */
  99066. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  99067. /**
  99068. * @hidden
  99069. * Defines the actions happening just after rendering all cameras and computing intersections.
  99070. */
  99071. _afterRenderStage: Stage<SimpleStageAction>;
  99072. /**
  99073. * @hidden
  99074. * Defines the actions happening when a pointer move event happens.
  99075. */
  99076. _pointerMoveStage: Stage<PointerMoveStageAction>;
  99077. /**
  99078. * @hidden
  99079. * Defines the actions happening when a pointer down event happens.
  99080. */
  99081. _pointerDownStage: Stage<PointerUpDownStageAction>;
  99082. /**
  99083. * @hidden
  99084. * Defines the actions happening when a pointer up event happens.
  99085. */
  99086. _pointerUpStage: Stage<PointerUpDownStageAction>;
  99087. /**
  99088. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  99089. */
  99090. private geometriesByUniqueId;
  99091. /**
  99092. * Creates a new Scene
  99093. * @param engine defines the engine to use to render this scene
  99094. * @param options defines the scene options
  99095. */
  99096. constructor(engine: Engine, options?: SceneOptions);
  99097. /**
  99098. * Gets a string idenfifying the name of the class
  99099. * @returns "Scene" string
  99100. */
  99101. getClassName(): string;
  99102. private _defaultMeshCandidates;
  99103. /**
  99104. * @hidden
  99105. */
  99106. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  99107. private _defaultSubMeshCandidates;
  99108. /**
  99109. * @hidden
  99110. */
  99111. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  99112. /**
  99113. * Sets the default candidate providers for the scene.
  99114. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  99115. * and getCollidingSubMeshCandidates to their default function
  99116. */
  99117. setDefaultCandidateProviders(): void;
  99118. /**
  99119. * Gets the mesh that is currently under the pointer
  99120. */
  99121. readonly meshUnderPointer: Nullable<AbstractMesh>;
  99122. /**
  99123. * Gets or sets the current on-screen X position of the pointer
  99124. */
  99125. pointerX: number;
  99126. /**
  99127. * Gets or sets the current on-screen Y position of the pointer
  99128. */
  99129. pointerY: number;
  99130. /**
  99131. * Gets the cached material (ie. the latest rendered one)
  99132. * @returns the cached material
  99133. */
  99134. getCachedMaterial(): Nullable<Material>;
  99135. /**
  99136. * Gets the cached effect (ie. the latest rendered one)
  99137. * @returns the cached effect
  99138. */
  99139. getCachedEffect(): Nullable<Effect>;
  99140. /**
  99141. * Gets the cached visibility state (ie. the latest rendered one)
  99142. * @returns the cached visibility state
  99143. */
  99144. getCachedVisibility(): Nullable<number>;
  99145. /**
  99146. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  99147. * @param material defines the current material
  99148. * @param effect defines the current effect
  99149. * @param visibility defines the current visibility state
  99150. * @returns true if one parameter is not cached
  99151. */
  99152. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  99153. /**
  99154. * Gets the engine associated with the scene
  99155. * @returns an Engine
  99156. */
  99157. getEngine(): Engine;
  99158. /**
  99159. * Gets the total number of vertices rendered per frame
  99160. * @returns the total number of vertices rendered per frame
  99161. */
  99162. getTotalVertices(): number;
  99163. /**
  99164. * Gets the performance counter for total vertices
  99165. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99166. */
  99167. readonly totalVerticesPerfCounter: PerfCounter;
  99168. /**
  99169. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  99170. * @returns the total number of active indices rendered per frame
  99171. */
  99172. getActiveIndices(): number;
  99173. /**
  99174. * Gets the performance counter for active indices
  99175. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99176. */
  99177. readonly totalActiveIndicesPerfCounter: PerfCounter;
  99178. /**
  99179. * Gets the total number of active particles rendered per frame
  99180. * @returns the total number of active particles rendered per frame
  99181. */
  99182. getActiveParticles(): number;
  99183. /**
  99184. * Gets the performance counter for active particles
  99185. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99186. */
  99187. readonly activeParticlesPerfCounter: PerfCounter;
  99188. /**
  99189. * Gets the total number of active bones rendered per frame
  99190. * @returns the total number of active bones rendered per frame
  99191. */
  99192. getActiveBones(): number;
  99193. /**
  99194. * Gets the performance counter for active bones
  99195. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99196. */
  99197. readonly activeBonesPerfCounter: PerfCounter;
  99198. /**
  99199. * Gets the array of active meshes
  99200. * @returns an array of AbstractMesh
  99201. */
  99202. getActiveMeshes(): SmartArray<AbstractMesh>;
  99203. /**
  99204. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  99205. * @returns a number
  99206. */
  99207. getAnimationRatio(): number;
  99208. /**
  99209. * Gets an unique Id for the current render phase
  99210. * @returns a number
  99211. */
  99212. getRenderId(): number;
  99213. /**
  99214. * Gets an unique Id for the current frame
  99215. * @returns a number
  99216. */
  99217. getFrameId(): number;
  99218. /** Call this function if you want to manually increment the render Id*/
  99219. incrementRenderId(): void;
  99220. private _createUbo;
  99221. /**
  99222. * Use this method to simulate a pointer move on a mesh
  99223. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99224. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99225. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99226. * @returns the current scene
  99227. */
  99228. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  99229. /**
  99230. * Use this method to simulate a pointer down on a mesh
  99231. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99232. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99233. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99234. * @returns the current scene
  99235. */
  99236. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  99237. /**
  99238. * Use this method to simulate a pointer up on a mesh
  99239. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99240. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99241. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99242. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  99243. * @returns the current scene
  99244. */
  99245. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  99246. /**
  99247. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  99248. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  99249. * @returns true if the pointer was captured
  99250. */
  99251. isPointerCaptured(pointerId?: number): boolean;
  99252. /**
  99253. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  99254. * @param attachUp defines if you want to attach events to pointerup
  99255. * @param attachDown defines if you want to attach events to pointerdown
  99256. * @param attachMove defines if you want to attach events to pointermove
  99257. */
  99258. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  99259. /** Detaches all event handlers*/
  99260. detachControl(): void;
  99261. /**
  99262. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  99263. * Delay loaded resources are not taking in account
  99264. * @return true if all required resources are ready
  99265. */
  99266. isReady(): boolean;
  99267. /** Resets all cached information relative to material (including effect and visibility) */
  99268. resetCachedMaterial(): void;
  99269. /**
  99270. * Registers a function to be called before every frame render
  99271. * @param func defines the function to register
  99272. */
  99273. registerBeforeRender(func: () => void): void;
  99274. /**
  99275. * Unregisters a function called before every frame render
  99276. * @param func defines the function to unregister
  99277. */
  99278. unregisterBeforeRender(func: () => void): void;
  99279. /**
  99280. * Registers a function to be called after every frame render
  99281. * @param func defines the function to register
  99282. */
  99283. registerAfterRender(func: () => void): void;
  99284. /**
  99285. * Unregisters a function called after every frame render
  99286. * @param func defines the function to unregister
  99287. */
  99288. unregisterAfterRender(func: () => void): void;
  99289. private _executeOnceBeforeRender;
  99290. /**
  99291. * The provided function will run before render once and will be disposed afterwards.
  99292. * A timeout delay can be provided so that the function will be executed in N ms.
  99293. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  99294. * @param func The function to be executed.
  99295. * @param timeout optional delay in ms
  99296. */
  99297. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  99298. /** @hidden */
  99299. _addPendingData(data: any): void;
  99300. /** @hidden */
  99301. _removePendingData(data: any): void;
  99302. /**
  99303. * Returns the number of items waiting to be loaded
  99304. * @returns the number of items waiting to be loaded
  99305. */
  99306. getWaitingItemsCount(): number;
  99307. /**
  99308. * Returns a boolean indicating if the scene is still loading data
  99309. */
  99310. readonly isLoading: boolean;
  99311. /**
  99312. * Registers a function to be executed when the scene is ready
  99313. * @param {Function} func - the function to be executed
  99314. */
  99315. executeWhenReady(func: () => void): void;
  99316. /**
  99317. * Returns a promise that resolves when the scene is ready
  99318. * @returns A promise that resolves when the scene is ready
  99319. */
  99320. whenReadyAsync(): Promise<void>;
  99321. /** @hidden */
  99322. _checkIsReady(): void;
  99323. /**
  99324. * Gets all animatable attached to the scene
  99325. */
  99326. readonly animatables: Animatable[];
  99327. /**
  99328. * Resets the last animation time frame.
  99329. * Useful to override when animations start running when loading a scene for the first time.
  99330. */
  99331. resetLastAnimationTimeFrame(): void;
  99332. /**
  99333. * Gets the current view matrix
  99334. * @returns a Matrix
  99335. */
  99336. getViewMatrix(): Matrix;
  99337. /**
  99338. * Gets the current projection matrix
  99339. * @returns a Matrix
  99340. */
  99341. getProjectionMatrix(): Matrix;
  99342. /**
  99343. * Gets the current transform matrix
  99344. * @returns a Matrix made of View * Projection
  99345. */
  99346. getTransformMatrix(): Matrix;
  99347. /**
  99348. * Sets the current transform matrix
  99349. * @param viewL defines the View matrix to use
  99350. * @param projectionL defines the Projection matrix to use
  99351. * @param viewR defines the right View matrix to use (if provided)
  99352. * @param projectionR defines the right Projection matrix to use (if provided)
  99353. */
  99354. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  99355. /**
  99356. * Gets the uniform buffer used to store scene data
  99357. * @returns a UniformBuffer
  99358. */
  99359. getSceneUniformBuffer(): UniformBuffer;
  99360. /**
  99361. * Gets an unique (relatively to the current scene) Id
  99362. * @returns an unique number for the scene
  99363. */
  99364. getUniqueId(): number;
  99365. /**
  99366. * Add a mesh to the list of scene's meshes
  99367. * @param newMesh defines the mesh to add
  99368. * @param recursive if all child meshes should also be added to the scene
  99369. */
  99370. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  99371. /**
  99372. * Remove a mesh for the list of scene's meshes
  99373. * @param toRemove defines the mesh to remove
  99374. * @param recursive if all child meshes should also be removed from the scene
  99375. * @returns the index where the mesh was in the mesh list
  99376. */
  99377. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  99378. /**
  99379. * Add a transform node to the list of scene's transform nodes
  99380. * @param newTransformNode defines the transform node to add
  99381. */
  99382. addTransformNode(newTransformNode: TransformNode): void;
  99383. /**
  99384. * Remove a transform node for the list of scene's transform nodes
  99385. * @param toRemove defines the transform node to remove
  99386. * @returns the index where the transform node was in the transform node list
  99387. */
  99388. removeTransformNode(toRemove: TransformNode): number;
  99389. /**
  99390. * Remove a skeleton for the list of scene's skeletons
  99391. * @param toRemove defines the skeleton to remove
  99392. * @returns the index where the skeleton was in the skeleton list
  99393. */
  99394. removeSkeleton(toRemove: Skeleton): number;
  99395. /**
  99396. * Remove a morph target for the list of scene's morph targets
  99397. * @param toRemove defines the morph target to remove
  99398. * @returns the index where the morph target was in the morph target list
  99399. */
  99400. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  99401. /**
  99402. * Remove a light for the list of scene's lights
  99403. * @param toRemove defines the light to remove
  99404. * @returns the index where the light was in the light list
  99405. */
  99406. removeLight(toRemove: Light): number;
  99407. /**
  99408. * Remove a camera for the list of scene's cameras
  99409. * @param toRemove defines the camera to remove
  99410. * @returns the index where the camera was in the camera list
  99411. */
  99412. removeCamera(toRemove: Camera): number;
  99413. /**
  99414. * Remove a particle system for the list of scene's particle systems
  99415. * @param toRemove defines the particle system to remove
  99416. * @returns the index where the particle system was in the particle system list
  99417. */
  99418. removeParticleSystem(toRemove: IParticleSystem): number;
  99419. /**
  99420. * Remove a animation for the list of scene's animations
  99421. * @param toRemove defines the animation to remove
  99422. * @returns the index where the animation was in the animation list
  99423. */
  99424. removeAnimation(toRemove: Animation): number;
  99425. /**
  99426. * Will stop the animation of the given target
  99427. * @param target - the target
  99428. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  99429. * @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)
  99430. */
  99431. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  99432. /**
  99433. * Removes the given animation group from this scene.
  99434. * @param toRemove The animation group to remove
  99435. * @returns The index of the removed animation group
  99436. */
  99437. removeAnimationGroup(toRemove: AnimationGroup): number;
  99438. /**
  99439. * Removes the given multi-material from this scene.
  99440. * @param toRemove The multi-material to remove
  99441. * @returns The index of the removed multi-material
  99442. */
  99443. removeMultiMaterial(toRemove: MultiMaterial): number;
  99444. /**
  99445. * Removes the given material from this scene.
  99446. * @param toRemove The material to remove
  99447. * @returns The index of the removed material
  99448. */
  99449. removeMaterial(toRemove: Material): number;
  99450. /**
  99451. * Removes the given action manager from this scene.
  99452. * @param toRemove The action manager to remove
  99453. * @returns The index of the removed action manager
  99454. */
  99455. removeActionManager(toRemove: AbstractActionManager): number;
  99456. /**
  99457. * Removes the given texture from this scene.
  99458. * @param toRemove The texture to remove
  99459. * @returns The index of the removed texture
  99460. */
  99461. removeTexture(toRemove: BaseTexture): number;
  99462. /**
  99463. * Adds the given light to this scene
  99464. * @param newLight The light to add
  99465. */
  99466. addLight(newLight: Light): void;
  99467. /**
  99468. * Sorts the list list based on light priorities
  99469. */
  99470. sortLightsByPriority(): void;
  99471. /**
  99472. * Adds the given camera to this scene
  99473. * @param newCamera The camera to add
  99474. */
  99475. addCamera(newCamera: Camera): void;
  99476. /**
  99477. * Adds the given skeleton to this scene
  99478. * @param newSkeleton The skeleton to add
  99479. */
  99480. addSkeleton(newSkeleton: Skeleton): void;
  99481. /**
  99482. * Adds the given particle system to this scene
  99483. * @param newParticleSystem The particle system to add
  99484. */
  99485. addParticleSystem(newParticleSystem: IParticleSystem): void;
  99486. /**
  99487. * Adds the given animation to this scene
  99488. * @param newAnimation The animation to add
  99489. */
  99490. addAnimation(newAnimation: Animation): void;
  99491. /**
  99492. * Adds the given animation group to this scene.
  99493. * @param newAnimationGroup The animation group to add
  99494. */
  99495. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  99496. /**
  99497. * Adds the given multi-material to this scene
  99498. * @param newMultiMaterial The multi-material to add
  99499. */
  99500. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  99501. /**
  99502. * Adds the given material to this scene
  99503. * @param newMaterial The material to add
  99504. */
  99505. addMaterial(newMaterial: Material): void;
  99506. /**
  99507. * Adds the given morph target to this scene
  99508. * @param newMorphTargetManager The morph target to add
  99509. */
  99510. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  99511. /**
  99512. * Adds the given geometry to this scene
  99513. * @param newGeometry The geometry to add
  99514. */
  99515. addGeometry(newGeometry: Geometry): void;
  99516. /**
  99517. * Adds the given action manager to this scene
  99518. * @param newActionManager The action manager to add
  99519. */
  99520. addActionManager(newActionManager: AbstractActionManager): void;
  99521. /**
  99522. * Adds the given texture to this scene.
  99523. * @param newTexture The texture to add
  99524. */
  99525. addTexture(newTexture: BaseTexture): void;
  99526. /**
  99527. * Switch active camera
  99528. * @param newCamera defines the new active camera
  99529. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  99530. */
  99531. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  99532. /**
  99533. * sets the active camera of the scene using its ID
  99534. * @param id defines the camera's ID
  99535. * @return the new active camera or null if none found.
  99536. */
  99537. setActiveCameraByID(id: string): Nullable<Camera>;
  99538. /**
  99539. * sets the active camera of the scene using its name
  99540. * @param name defines the camera's name
  99541. * @returns the new active camera or null if none found.
  99542. */
  99543. setActiveCameraByName(name: string): Nullable<Camera>;
  99544. /**
  99545. * get an animation group using its name
  99546. * @param name defines the material's name
  99547. * @return the animation group or null if none found.
  99548. */
  99549. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  99550. /**
  99551. * Get a material using its unique id
  99552. * @param uniqueId defines the material's unique id
  99553. * @return the material or null if none found.
  99554. */
  99555. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  99556. /**
  99557. * get a material using its id
  99558. * @param id defines the material's ID
  99559. * @return the material or null if none found.
  99560. */
  99561. getMaterialByID(id: string): Nullable<Material>;
  99562. /**
  99563. * Gets a the last added material using a given id
  99564. * @param id defines the material's ID
  99565. * @return the last material with the given id or null if none found.
  99566. */
  99567. getLastMaterialByID(id: string): Nullable<Material>;
  99568. /**
  99569. * Gets a material using its name
  99570. * @param name defines the material's name
  99571. * @return the material or null if none found.
  99572. */
  99573. getMaterialByName(name: string): Nullable<Material>;
  99574. /**
  99575. * Get a texture using its unique id
  99576. * @param uniqueId defines the texture's unique id
  99577. * @return the texture or null if none found.
  99578. */
  99579. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  99580. /**
  99581. * Gets a camera using its id
  99582. * @param id defines the id to look for
  99583. * @returns the camera or null if not found
  99584. */
  99585. getCameraByID(id: string): Nullable<Camera>;
  99586. /**
  99587. * Gets a camera using its unique id
  99588. * @param uniqueId defines the unique id to look for
  99589. * @returns the camera or null if not found
  99590. */
  99591. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  99592. /**
  99593. * Gets a camera using its name
  99594. * @param name defines the camera's name
  99595. * @return the camera or null if none found.
  99596. */
  99597. getCameraByName(name: string): Nullable<Camera>;
  99598. /**
  99599. * Gets a bone using its id
  99600. * @param id defines the bone's id
  99601. * @return the bone or null if not found
  99602. */
  99603. getBoneByID(id: string): Nullable<Bone>;
  99604. /**
  99605. * Gets a bone using its id
  99606. * @param name defines the bone's name
  99607. * @return the bone or null if not found
  99608. */
  99609. getBoneByName(name: string): Nullable<Bone>;
  99610. /**
  99611. * Gets a light node using its name
  99612. * @param name defines the the light's name
  99613. * @return the light or null if none found.
  99614. */
  99615. getLightByName(name: string): Nullable<Light>;
  99616. /**
  99617. * Gets a light node using its id
  99618. * @param id defines the light's id
  99619. * @return the light or null if none found.
  99620. */
  99621. getLightByID(id: string): Nullable<Light>;
  99622. /**
  99623. * Gets a light node using its scene-generated unique ID
  99624. * @param uniqueId defines the light's unique id
  99625. * @return the light or null if none found.
  99626. */
  99627. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  99628. /**
  99629. * Gets a particle system by id
  99630. * @param id defines the particle system id
  99631. * @return the corresponding system or null if none found
  99632. */
  99633. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  99634. /**
  99635. * Gets a geometry using its ID
  99636. * @param id defines the geometry's id
  99637. * @return the geometry or null if none found.
  99638. */
  99639. getGeometryByID(id: string): Nullable<Geometry>;
  99640. private _getGeometryByUniqueID;
  99641. /**
  99642. * Add a new geometry to this scene
  99643. * @param geometry defines the geometry to be added to the scene.
  99644. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  99645. * @return a boolean defining if the geometry was added or not
  99646. */
  99647. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  99648. /**
  99649. * Removes an existing geometry
  99650. * @param geometry defines the geometry to be removed from the scene
  99651. * @return a boolean defining if the geometry was removed or not
  99652. */
  99653. removeGeometry(geometry: Geometry): boolean;
  99654. /**
  99655. * Gets the list of geometries attached to the scene
  99656. * @returns an array of Geometry
  99657. */
  99658. getGeometries(): Geometry[];
  99659. /**
  99660. * Gets the first added mesh found of a given ID
  99661. * @param id defines the id to search for
  99662. * @return the mesh found or null if not found at all
  99663. */
  99664. getMeshByID(id: string): Nullable<AbstractMesh>;
  99665. /**
  99666. * Gets a list of meshes using their id
  99667. * @param id defines the id to search for
  99668. * @returns a list of meshes
  99669. */
  99670. getMeshesByID(id: string): Array<AbstractMesh>;
  99671. /**
  99672. * Gets the first added transform node found of a given ID
  99673. * @param id defines the id to search for
  99674. * @return the found transform node or null if not found at all.
  99675. */
  99676. getTransformNodeByID(id: string): Nullable<TransformNode>;
  99677. /**
  99678. * Gets a transform node with its auto-generated unique id
  99679. * @param uniqueId efines the unique id to search for
  99680. * @return the found transform node or null if not found at all.
  99681. */
  99682. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  99683. /**
  99684. * Gets a list of transform nodes using their id
  99685. * @param id defines the id to search for
  99686. * @returns a list of transform nodes
  99687. */
  99688. getTransformNodesByID(id: string): Array<TransformNode>;
  99689. /**
  99690. * Gets a mesh with its auto-generated unique id
  99691. * @param uniqueId defines the unique id to search for
  99692. * @return the found mesh or null if not found at all.
  99693. */
  99694. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  99695. /**
  99696. * Gets a the last added mesh using a given id
  99697. * @param id defines the id to search for
  99698. * @return the found mesh or null if not found at all.
  99699. */
  99700. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  99701. /**
  99702. * Gets a the last added node (Mesh, Camera, Light) using a given id
  99703. * @param id defines the id to search for
  99704. * @return the found node or null if not found at all
  99705. */
  99706. getLastEntryByID(id: string): Nullable<Node>;
  99707. /**
  99708. * Gets a node (Mesh, Camera, Light) using a given id
  99709. * @param id defines the id to search for
  99710. * @return the found node or null if not found at all
  99711. */
  99712. getNodeByID(id: string): Nullable<Node>;
  99713. /**
  99714. * Gets a node (Mesh, Camera, Light) using a given name
  99715. * @param name defines the name to search for
  99716. * @return the found node or null if not found at all.
  99717. */
  99718. getNodeByName(name: string): Nullable<Node>;
  99719. /**
  99720. * Gets a mesh using a given name
  99721. * @param name defines the name to search for
  99722. * @return the found mesh or null if not found at all.
  99723. */
  99724. getMeshByName(name: string): Nullable<AbstractMesh>;
  99725. /**
  99726. * Gets a transform node using a given name
  99727. * @param name defines the name to search for
  99728. * @return the found transform node or null if not found at all.
  99729. */
  99730. getTransformNodeByName(name: string): Nullable<TransformNode>;
  99731. /**
  99732. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  99733. * @param id defines the id to search for
  99734. * @return the found skeleton or null if not found at all.
  99735. */
  99736. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  99737. /**
  99738. * Gets a skeleton using a given auto generated unique id
  99739. * @param uniqueId defines the unique id to search for
  99740. * @return the found skeleton or null if not found at all.
  99741. */
  99742. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  99743. /**
  99744. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  99745. * @param id defines the id to search for
  99746. * @return the found skeleton or null if not found at all.
  99747. */
  99748. getSkeletonById(id: string): Nullable<Skeleton>;
  99749. /**
  99750. * Gets a skeleton using a given name
  99751. * @param name defines the name to search for
  99752. * @return the found skeleton or null if not found at all.
  99753. */
  99754. getSkeletonByName(name: string): Nullable<Skeleton>;
  99755. /**
  99756. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  99757. * @param id defines the id to search for
  99758. * @return the found morph target manager or null if not found at all.
  99759. */
  99760. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  99761. /**
  99762. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  99763. * @param id defines the id to search for
  99764. * @return the found morph target or null if not found at all.
  99765. */
  99766. getMorphTargetById(id: string): Nullable<MorphTarget>;
  99767. /**
  99768. * Gets a boolean indicating if the given mesh is active
  99769. * @param mesh defines the mesh to look for
  99770. * @returns true if the mesh is in the active list
  99771. */
  99772. isActiveMesh(mesh: AbstractMesh): boolean;
  99773. /**
  99774. * Return a unique id as a string which can serve as an identifier for the scene
  99775. */
  99776. readonly uid: string;
  99777. /**
  99778. * Add an externaly attached data from its key.
  99779. * This method call will fail and return false, if such key already exists.
  99780. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  99781. * @param key the unique key that identifies the data
  99782. * @param data the data object to associate to the key for this Engine instance
  99783. * @return true if no such key were already present and the data was added successfully, false otherwise
  99784. */
  99785. addExternalData<T>(key: string, data: T): boolean;
  99786. /**
  99787. * Get an externaly attached data from its key
  99788. * @param key the unique key that identifies the data
  99789. * @return the associated data, if present (can be null), or undefined if not present
  99790. */
  99791. getExternalData<T>(key: string): Nullable<T>;
  99792. /**
  99793. * Get an externaly attached data from its key, create it using a factory if it's not already present
  99794. * @param key the unique key that identifies the data
  99795. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  99796. * @return the associated data, can be null if the factory returned null.
  99797. */
  99798. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  99799. /**
  99800. * Remove an externaly attached data from the Engine instance
  99801. * @param key the unique key that identifies the data
  99802. * @return true if the data was successfully removed, false if it doesn't exist
  99803. */
  99804. removeExternalData(key: string): boolean;
  99805. private _evaluateSubMesh;
  99806. /**
  99807. * Clear the processed materials smart array preventing retention point in material dispose.
  99808. */
  99809. freeProcessedMaterials(): void;
  99810. private _preventFreeActiveMeshesAndRenderingGroups;
  99811. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  99812. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  99813. * when disposing several meshes in a row or a hierarchy of meshes.
  99814. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  99815. */
  99816. blockfreeActiveMeshesAndRenderingGroups: boolean;
  99817. /**
  99818. * Clear the active meshes smart array preventing retention point in mesh dispose.
  99819. */
  99820. freeActiveMeshes(): void;
  99821. /**
  99822. * Clear the info related to rendering groups preventing retention points during dispose.
  99823. */
  99824. freeRenderingGroups(): void;
  99825. /** @hidden */
  99826. _isInIntermediateRendering(): boolean;
  99827. /**
  99828. * Lambda returning the list of potentially active meshes.
  99829. */
  99830. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  99831. /**
  99832. * Lambda returning the list of potentially active sub meshes.
  99833. */
  99834. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  99835. /**
  99836. * Lambda returning the list of potentially intersecting sub meshes.
  99837. */
  99838. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  99839. /**
  99840. * Lambda returning the list of potentially colliding sub meshes.
  99841. */
  99842. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  99843. private _activeMeshesFrozen;
  99844. /**
  99845. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  99846. * @returns the current scene
  99847. */
  99848. freezeActiveMeshes(): Scene;
  99849. /**
  99850. * Use this function to restart evaluating active meshes on every frame
  99851. * @returns the current scene
  99852. */
  99853. unfreezeActiveMeshes(): Scene;
  99854. private _evaluateActiveMeshes;
  99855. private _activeMesh;
  99856. /**
  99857. * Update the transform matrix to update from the current active camera
  99858. * @param force defines a boolean used to force the update even if cache is up to date
  99859. */
  99860. updateTransformMatrix(force?: boolean): void;
  99861. private _bindFrameBuffer;
  99862. /** @hidden */
  99863. _allowPostProcessClearColor: boolean;
  99864. /** @hidden */
  99865. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  99866. private _processSubCameras;
  99867. private _checkIntersections;
  99868. /** @hidden */
  99869. _advancePhysicsEngineStep(step: number): void;
  99870. /**
  99871. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  99872. */
  99873. getDeterministicFrameTime: () => number;
  99874. /** @hidden */
  99875. _animate(): void;
  99876. /** Execute all animations (for a frame) */
  99877. animate(): void;
  99878. /**
  99879. * Render the scene
  99880. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  99881. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  99882. */
  99883. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  99884. /**
  99885. * Freeze all materials
  99886. * A frozen material will not be updatable but should be faster to render
  99887. */
  99888. freezeMaterials(): void;
  99889. /**
  99890. * Unfreeze all materials
  99891. * A frozen material will not be updatable but should be faster to render
  99892. */
  99893. unfreezeMaterials(): void;
  99894. /**
  99895. * Releases all held ressources
  99896. */
  99897. dispose(): void;
  99898. /**
  99899. * Gets if the scene is already disposed
  99900. */
  99901. readonly isDisposed: boolean;
  99902. /**
  99903. * Call this function to reduce memory footprint of the scene.
  99904. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  99905. */
  99906. clearCachedVertexData(): void;
  99907. /**
  99908. * This function will remove the local cached buffer data from texture.
  99909. * It will save memory but will prevent the texture from being rebuilt
  99910. */
  99911. cleanCachedTextureBuffer(): void;
  99912. /**
  99913. * Get the world extend vectors with an optional filter
  99914. *
  99915. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  99916. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  99917. */
  99918. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  99919. min: Vector3;
  99920. max: Vector3;
  99921. };
  99922. /**
  99923. * Creates a ray that can be used to pick in the scene
  99924. * @param x defines the x coordinate of the origin (on-screen)
  99925. * @param y defines the y coordinate of the origin (on-screen)
  99926. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  99927. * @param camera defines the camera to use for the picking
  99928. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  99929. * @returns a Ray
  99930. */
  99931. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  99932. /**
  99933. * Creates a ray that can be used to pick in the scene
  99934. * @param x defines the x coordinate of the origin (on-screen)
  99935. * @param y defines the y coordinate of the origin (on-screen)
  99936. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  99937. * @param result defines the ray where to store the picking ray
  99938. * @param camera defines the camera to use for the picking
  99939. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  99940. * @returns the current scene
  99941. */
  99942. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  99943. /**
  99944. * Creates a ray that can be used to pick in the scene
  99945. * @param x defines the x coordinate of the origin (on-screen)
  99946. * @param y defines the y coordinate of the origin (on-screen)
  99947. * @param camera defines the camera to use for the picking
  99948. * @returns a Ray
  99949. */
  99950. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  99951. /**
  99952. * Creates a ray that can be used to pick in the scene
  99953. * @param x defines the x coordinate of the origin (on-screen)
  99954. * @param y defines the y coordinate of the origin (on-screen)
  99955. * @param result defines the ray where to store the picking ray
  99956. * @param camera defines the camera to use for the picking
  99957. * @returns the current scene
  99958. */
  99959. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  99960. /** Launch a ray to try to pick a mesh in the scene
  99961. * @param x position on screen
  99962. * @param y position on screen
  99963. * @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
  99964. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  99965. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  99966. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99967. * @returns a PickingInfo
  99968. */
  99969. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  99970. /** Use the given ray to pick a mesh in the scene
  99971. * @param ray The ray to use to pick meshes
  99972. * @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
  99973. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  99974. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99975. * @returns a PickingInfo
  99976. */
  99977. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  99978. /**
  99979. * Launch a ray to try to pick a mesh in the scene
  99980. * @param x X position on screen
  99981. * @param y Y position on screen
  99982. * @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
  99983. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  99984. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99985. * @returns an array of PickingInfo
  99986. */
  99987. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  99988. /**
  99989. * Launch a ray to try to pick a mesh in the scene
  99990. * @param ray Ray to use
  99991. * @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
  99992. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99993. * @returns an array of PickingInfo
  99994. */
  99995. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  99996. /**
  99997. * Force the value of meshUnderPointer
  99998. * @param mesh defines the mesh to use
  99999. */
  100000. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  100001. /**
  100002. * Gets the mesh under the pointer
  100003. * @returns a Mesh or null if no mesh is under the pointer
  100004. */
  100005. getPointerOverMesh(): Nullable<AbstractMesh>;
  100006. /** @hidden */
  100007. _rebuildGeometries(): void;
  100008. /** @hidden */
  100009. _rebuildTextures(): void;
  100010. private _getByTags;
  100011. /**
  100012. * Get a list of meshes by tags
  100013. * @param tagsQuery defines the tags query to use
  100014. * @param forEach defines a predicate used to filter results
  100015. * @returns an array of Mesh
  100016. */
  100017. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  100018. /**
  100019. * Get a list of cameras by tags
  100020. * @param tagsQuery defines the tags query to use
  100021. * @param forEach defines a predicate used to filter results
  100022. * @returns an array of Camera
  100023. */
  100024. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  100025. /**
  100026. * Get a list of lights by tags
  100027. * @param tagsQuery defines the tags query to use
  100028. * @param forEach defines a predicate used to filter results
  100029. * @returns an array of Light
  100030. */
  100031. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  100032. /**
  100033. * Get a list of materials by tags
  100034. * @param tagsQuery defines the tags query to use
  100035. * @param forEach defines a predicate used to filter results
  100036. * @returns an array of Material
  100037. */
  100038. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  100039. /**
  100040. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  100041. * This allowed control for front to back rendering or reversly depending of the special needs.
  100042. *
  100043. * @param renderingGroupId The rendering group id corresponding to its index
  100044. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  100045. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  100046. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  100047. */
  100048. 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;
  100049. /**
  100050. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  100051. *
  100052. * @param renderingGroupId The rendering group id corresponding to its index
  100053. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  100054. * @param depth Automatically clears depth between groups if true and autoClear is true.
  100055. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  100056. */
  100057. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  100058. /**
  100059. * Gets the current auto clear configuration for one rendering group of the rendering
  100060. * manager.
  100061. * @param index the rendering group index to get the information for
  100062. * @returns The auto clear setup for the requested rendering group
  100063. */
  100064. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  100065. private _blockMaterialDirtyMechanism;
  100066. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  100067. blockMaterialDirtyMechanism: boolean;
  100068. /**
  100069. * Will flag all materials as dirty to trigger new shader compilation
  100070. * @param flag defines the flag used to specify which material part must be marked as dirty
  100071. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  100072. */
  100073. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  100074. /** @hidden */
  100075. _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;
  100076. /** @hidden */
  100077. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  100078. }
  100079. }
  100080. declare module BABYLON {
  100081. /**
  100082. * Set of assets to keep when moving a scene into an asset container.
  100083. */
  100084. export class KeepAssets extends AbstractScene {
  100085. }
  100086. /**
  100087. * Container with a set of assets that can be added or removed from a scene.
  100088. */
  100089. export class AssetContainer extends AbstractScene {
  100090. /**
  100091. * The scene the AssetContainer belongs to.
  100092. */
  100093. scene: Scene;
  100094. /**
  100095. * Instantiates an AssetContainer.
  100096. * @param scene The scene the AssetContainer belongs to.
  100097. */
  100098. constructor(scene: Scene);
  100099. /**
  100100. * Adds all the assets from the container to the scene.
  100101. */
  100102. addAllToScene(): void;
  100103. /**
  100104. * Removes all the assets in the container from the scene
  100105. */
  100106. removeAllFromScene(): void;
  100107. /**
  100108. * Disposes all the assets in the container
  100109. */
  100110. dispose(): void;
  100111. private _moveAssets;
  100112. /**
  100113. * Removes all the assets contained in the scene and adds them to the container.
  100114. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  100115. */
  100116. moveAllFromScene(keepAssets?: KeepAssets): void;
  100117. /**
  100118. * 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.
  100119. * @returns the root mesh
  100120. */
  100121. createRootMesh(): Mesh;
  100122. }
  100123. }
  100124. declare module BABYLON {
  100125. /**
  100126. * Defines how the parser contract is defined.
  100127. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  100128. */
  100129. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  100130. /**
  100131. * Defines how the individual parser contract is defined.
  100132. * These parser can parse an individual asset
  100133. */
  100134. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  100135. /**
  100136. * Base class of the scene acting as a container for the different elements composing a scene.
  100137. * This class is dynamically extended by the different components of the scene increasing
  100138. * flexibility and reducing coupling
  100139. */
  100140. export abstract class AbstractScene {
  100141. /**
  100142. * Stores the list of available parsers in the application.
  100143. */
  100144. private static _BabylonFileParsers;
  100145. /**
  100146. * Stores the list of available individual parsers in the application.
  100147. */
  100148. private static _IndividualBabylonFileParsers;
  100149. /**
  100150. * Adds a parser in the list of available ones
  100151. * @param name Defines the name of the parser
  100152. * @param parser Defines the parser to add
  100153. */
  100154. static AddParser(name: string, parser: BabylonFileParser): void;
  100155. /**
  100156. * Gets a general parser from the list of avaialble ones
  100157. * @param name Defines the name of the parser
  100158. * @returns the requested parser or null
  100159. */
  100160. static GetParser(name: string): Nullable<BabylonFileParser>;
  100161. /**
  100162. * Adds n individual parser in the list of available ones
  100163. * @param name Defines the name of the parser
  100164. * @param parser Defines the parser to add
  100165. */
  100166. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  100167. /**
  100168. * Gets an individual parser from the list of avaialble ones
  100169. * @param name Defines the name of the parser
  100170. * @returns the requested parser or null
  100171. */
  100172. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  100173. /**
  100174. * Parser json data and populate both a scene and its associated container object
  100175. * @param jsonData Defines the data to parse
  100176. * @param scene Defines the scene to parse the data for
  100177. * @param container Defines the container attached to the parsing sequence
  100178. * @param rootUrl Defines the root url of the data
  100179. */
  100180. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  100181. /**
  100182. * Gets the list of root nodes (ie. nodes with no parent)
  100183. */
  100184. rootNodes: Node[];
  100185. /** All of the cameras added to this scene
  100186. * @see http://doc.babylonjs.com/babylon101/cameras
  100187. */
  100188. cameras: Camera[];
  100189. /**
  100190. * All of the lights added to this scene
  100191. * @see http://doc.babylonjs.com/babylon101/lights
  100192. */
  100193. lights: Light[];
  100194. /**
  100195. * All of the (abstract) meshes added to this scene
  100196. */
  100197. meshes: AbstractMesh[];
  100198. /**
  100199. * The list of skeletons added to the scene
  100200. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  100201. */
  100202. skeletons: Skeleton[];
  100203. /**
  100204. * All of the particle systems added to this scene
  100205. * @see http://doc.babylonjs.com/babylon101/particles
  100206. */
  100207. particleSystems: IParticleSystem[];
  100208. /**
  100209. * Gets a list of Animations associated with the scene
  100210. */
  100211. animations: Animation[];
  100212. /**
  100213. * All of the animation groups added to this scene
  100214. * @see http://doc.babylonjs.com/how_to/group
  100215. */
  100216. animationGroups: AnimationGroup[];
  100217. /**
  100218. * All of the multi-materials added to this scene
  100219. * @see http://doc.babylonjs.com/how_to/multi_materials
  100220. */
  100221. multiMaterials: MultiMaterial[];
  100222. /**
  100223. * All of the materials added to this scene
  100224. * In the context of a Scene, it is not supposed to be modified manually.
  100225. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  100226. * Note also that the order of the Material wihin the array is not significant and might change.
  100227. * @see http://doc.babylonjs.com/babylon101/materials
  100228. */
  100229. materials: Material[];
  100230. /**
  100231. * The list of morph target managers added to the scene
  100232. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  100233. */
  100234. morphTargetManagers: MorphTargetManager[];
  100235. /**
  100236. * The list of geometries used in the scene.
  100237. */
  100238. geometries: Geometry[];
  100239. /**
  100240. * All of the tranform nodes added to this scene
  100241. * In the context of a Scene, it is not supposed to be modified manually.
  100242. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  100243. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  100244. * @see http://doc.babylonjs.com/how_to/transformnode
  100245. */
  100246. transformNodes: TransformNode[];
  100247. /**
  100248. * ActionManagers available on the scene.
  100249. */
  100250. actionManagers: AbstractActionManager[];
  100251. /**
  100252. * Textures to keep.
  100253. */
  100254. textures: BaseTexture[];
  100255. /**
  100256. * Environment texture for the scene
  100257. */
  100258. environmentTexture: Nullable<BaseTexture>;
  100259. }
  100260. }
  100261. declare module BABYLON {
  100262. /**
  100263. * Interface used to define options for Sound class
  100264. */
  100265. export interface ISoundOptions {
  100266. /**
  100267. * Does the sound autoplay once loaded.
  100268. */
  100269. autoplay?: boolean;
  100270. /**
  100271. * Does the sound loop after it finishes playing once.
  100272. */
  100273. loop?: boolean;
  100274. /**
  100275. * Sound's volume
  100276. */
  100277. volume?: number;
  100278. /**
  100279. * Is it a spatial sound?
  100280. */
  100281. spatialSound?: boolean;
  100282. /**
  100283. * Maximum distance to hear that sound
  100284. */
  100285. maxDistance?: number;
  100286. /**
  100287. * Uses user defined attenuation function
  100288. */
  100289. useCustomAttenuation?: boolean;
  100290. /**
  100291. * Define the roll off factor of spatial sounds.
  100292. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100293. */
  100294. rolloffFactor?: number;
  100295. /**
  100296. * Define the reference distance the sound should be heard perfectly.
  100297. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100298. */
  100299. refDistance?: number;
  100300. /**
  100301. * Define the distance attenuation model the sound will follow.
  100302. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100303. */
  100304. distanceModel?: string;
  100305. /**
  100306. * Defines the playback speed (1 by default)
  100307. */
  100308. playbackRate?: number;
  100309. /**
  100310. * Defines if the sound is from a streaming source
  100311. */
  100312. streaming?: boolean;
  100313. /**
  100314. * Defines an optional length (in seconds) inside the sound file
  100315. */
  100316. length?: number;
  100317. /**
  100318. * Defines an optional offset (in seconds) inside the sound file
  100319. */
  100320. offset?: number;
  100321. /**
  100322. * If true, URLs will not be required to state the audio file codec to use.
  100323. */
  100324. skipCodecCheck?: boolean;
  100325. }
  100326. /**
  100327. * Defines a sound that can be played in the application.
  100328. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  100329. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100330. */
  100331. export class Sound {
  100332. /**
  100333. * The name of the sound in the scene.
  100334. */
  100335. name: string;
  100336. /**
  100337. * Does the sound autoplay once loaded.
  100338. */
  100339. autoplay: boolean;
  100340. /**
  100341. * Does the sound loop after it finishes playing once.
  100342. */
  100343. loop: boolean;
  100344. /**
  100345. * Does the sound use a custom attenuation curve to simulate the falloff
  100346. * happening when the source gets further away from the camera.
  100347. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  100348. */
  100349. useCustomAttenuation: boolean;
  100350. /**
  100351. * The sound track id this sound belongs to.
  100352. */
  100353. soundTrackId: number;
  100354. /**
  100355. * Is this sound currently played.
  100356. */
  100357. isPlaying: boolean;
  100358. /**
  100359. * Is this sound currently paused.
  100360. */
  100361. isPaused: boolean;
  100362. /**
  100363. * Does this sound enables spatial sound.
  100364. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100365. */
  100366. spatialSound: boolean;
  100367. /**
  100368. * Define the reference distance the sound should be heard perfectly.
  100369. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100370. */
  100371. refDistance: number;
  100372. /**
  100373. * Define the roll off factor of spatial sounds.
  100374. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100375. */
  100376. rolloffFactor: number;
  100377. /**
  100378. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  100379. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100380. */
  100381. maxDistance: number;
  100382. /**
  100383. * Define the distance attenuation model the sound will follow.
  100384. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100385. */
  100386. distanceModel: string;
  100387. /**
  100388. * @hidden
  100389. * Back Compat
  100390. **/
  100391. onended: () => any;
  100392. /**
  100393. * Observable event when the current playing sound finishes.
  100394. */
  100395. onEndedObservable: Observable<Sound>;
  100396. private _panningModel;
  100397. private _playbackRate;
  100398. private _streaming;
  100399. private _startTime;
  100400. private _startOffset;
  100401. private _position;
  100402. /** @hidden */
  100403. _positionInEmitterSpace: boolean;
  100404. private _localDirection;
  100405. private _volume;
  100406. private _isReadyToPlay;
  100407. private _isDirectional;
  100408. private _readyToPlayCallback;
  100409. private _audioBuffer;
  100410. private _soundSource;
  100411. private _streamingSource;
  100412. private _soundPanner;
  100413. private _soundGain;
  100414. private _inputAudioNode;
  100415. private _outputAudioNode;
  100416. private _coneInnerAngle;
  100417. private _coneOuterAngle;
  100418. private _coneOuterGain;
  100419. private _scene;
  100420. private _connectedTransformNode;
  100421. private _customAttenuationFunction;
  100422. private _registerFunc;
  100423. private _isOutputConnected;
  100424. private _htmlAudioElement;
  100425. private _urlType;
  100426. private _length?;
  100427. private _offset?;
  100428. /** @hidden */
  100429. static _SceneComponentInitialization: (scene: Scene) => void;
  100430. /**
  100431. * Create a sound and attach it to a scene
  100432. * @param name Name of your sound
  100433. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  100434. * @param scene defines the scene the sound belongs to
  100435. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  100436. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  100437. */
  100438. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  100439. /**
  100440. * Release the sound and its associated resources
  100441. */
  100442. dispose(): void;
  100443. /**
  100444. * Gets if the sounds is ready to be played or not.
  100445. * @returns true if ready, otherwise false
  100446. */
  100447. isReady(): boolean;
  100448. private _soundLoaded;
  100449. /**
  100450. * Sets the data of the sound from an audiobuffer
  100451. * @param audioBuffer The audioBuffer containing the data
  100452. */
  100453. setAudioBuffer(audioBuffer: AudioBuffer): void;
  100454. /**
  100455. * Updates the current sounds options such as maxdistance, loop...
  100456. * @param options A JSON object containing values named as the object properties
  100457. */
  100458. updateOptions(options: ISoundOptions): void;
  100459. private _createSpatialParameters;
  100460. private _updateSpatialParameters;
  100461. /**
  100462. * Switch the panning model to HRTF:
  100463. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  100464. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100465. */
  100466. switchPanningModelToHRTF(): void;
  100467. /**
  100468. * Switch the panning model to Equal Power:
  100469. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  100470. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100471. */
  100472. switchPanningModelToEqualPower(): void;
  100473. private _switchPanningModel;
  100474. /**
  100475. * Connect this sound to a sound track audio node like gain...
  100476. * @param soundTrackAudioNode the sound track audio node to connect to
  100477. */
  100478. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  100479. /**
  100480. * Transform this sound into a directional source
  100481. * @param coneInnerAngle Size of the inner cone in degree
  100482. * @param coneOuterAngle Size of the outer cone in degree
  100483. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  100484. */
  100485. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  100486. /**
  100487. * Gets or sets the inner angle for the directional cone.
  100488. */
  100489. /**
  100490. * Gets or sets the inner angle for the directional cone.
  100491. */
  100492. directionalConeInnerAngle: number;
  100493. /**
  100494. * Gets or sets the outer angle for the directional cone.
  100495. */
  100496. /**
  100497. * Gets or sets the outer angle for the directional cone.
  100498. */
  100499. directionalConeOuterAngle: number;
  100500. /**
  100501. * Sets the position of the emitter if spatial sound is enabled
  100502. * @param newPosition Defines the new posisiton
  100503. */
  100504. setPosition(newPosition: Vector3): void;
  100505. /**
  100506. * Sets the local direction of the emitter if spatial sound is enabled
  100507. * @param newLocalDirection Defines the new local direction
  100508. */
  100509. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  100510. private _updateDirection;
  100511. /** @hidden */
  100512. updateDistanceFromListener(): void;
  100513. /**
  100514. * Sets a new custom attenuation function for the sound.
  100515. * @param callback Defines the function used for the attenuation
  100516. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  100517. */
  100518. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  100519. /**
  100520. * Play the sound
  100521. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  100522. * @param offset (optional) Start the sound at a specific time in seconds
  100523. * @param length (optional) Sound duration (in seconds)
  100524. */
  100525. play(time?: number, offset?: number, length?: number): void;
  100526. private _onended;
  100527. /**
  100528. * Stop the sound
  100529. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  100530. */
  100531. stop(time?: number): void;
  100532. /**
  100533. * Put the sound in pause
  100534. */
  100535. pause(): void;
  100536. /**
  100537. * Sets a dedicated volume for this sounds
  100538. * @param newVolume Define the new volume of the sound
  100539. * @param time Define time for gradual change to new volume
  100540. */
  100541. setVolume(newVolume: number, time?: number): void;
  100542. /**
  100543. * Set the sound play back rate
  100544. * @param newPlaybackRate Define the playback rate the sound should be played at
  100545. */
  100546. setPlaybackRate(newPlaybackRate: number): void;
  100547. /**
  100548. * Gets the volume of the sound.
  100549. * @returns the volume of the sound
  100550. */
  100551. getVolume(): number;
  100552. /**
  100553. * Attach the sound to a dedicated mesh
  100554. * @param transformNode The transform node to connect the sound with
  100555. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  100556. */
  100557. attachToMesh(transformNode: TransformNode): void;
  100558. /**
  100559. * Detach the sound from the previously attached mesh
  100560. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  100561. */
  100562. detachFromMesh(): void;
  100563. private _onRegisterAfterWorldMatrixUpdate;
  100564. /**
  100565. * Clone the current sound in the scene.
  100566. * @returns the new sound clone
  100567. */
  100568. clone(): Nullable<Sound>;
  100569. /**
  100570. * Gets the current underlying audio buffer containing the data
  100571. * @returns the audio buffer
  100572. */
  100573. getAudioBuffer(): Nullable<AudioBuffer>;
  100574. /**
  100575. * Serializes the Sound in a JSON representation
  100576. * @returns the JSON representation of the sound
  100577. */
  100578. serialize(): any;
  100579. /**
  100580. * Parse a JSON representation of a sound to innstantiate in a given scene
  100581. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  100582. * @param scene Define the scene the new parsed sound should be created in
  100583. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  100584. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  100585. * @returns the newly parsed sound
  100586. */
  100587. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  100588. }
  100589. }
  100590. declare module BABYLON {
  100591. /**
  100592. * This defines an action helpful to play a defined sound on a triggered action.
  100593. */
  100594. export class PlaySoundAction extends Action {
  100595. private _sound;
  100596. /**
  100597. * Instantiate the action
  100598. * @param triggerOptions defines the trigger options
  100599. * @param sound defines the sound to play
  100600. * @param condition defines the trigger related conditions
  100601. */
  100602. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  100603. /** @hidden */
  100604. _prepare(): void;
  100605. /**
  100606. * Execute the action and play the sound.
  100607. */
  100608. execute(): void;
  100609. /**
  100610. * Serializes the actions and its related information.
  100611. * @param parent defines the object to serialize in
  100612. * @returns the serialized object
  100613. */
  100614. serialize(parent: any): any;
  100615. }
  100616. /**
  100617. * This defines an action helpful to stop a defined sound on a triggered action.
  100618. */
  100619. export class StopSoundAction extends Action {
  100620. private _sound;
  100621. /**
  100622. * Instantiate the action
  100623. * @param triggerOptions defines the trigger options
  100624. * @param sound defines the sound to stop
  100625. * @param condition defines the trigger related conditions
  100626. */
  100627. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  100628. /** @hidden */
  100629. _prepare(): void;
  100630. /**
  100631. * Execute the action and stop the sound.
  100632. */
  100633. execute(): void;
  100634. /**
  100635. * Serializes the actions and its related information.
  100636. * @param parent defines the object to serialize in
  100637. * @returns the serialized object
  100638. */
  100639. serialize(parent: any): any;
  100640. }
  100641. }
  100642. declare module BABYLON {
  100643. /**
  100644. * This defines an action responsible to change the value of a property
  100645. * by interpolating between its current value and the newly set one once triggered.
  100646. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  100647. */
  100648. export class InterpolateValueAction extends Action {
  100649. /**
  100650. * Defines the path of the property where the value should be interpolated
  100651. */
  100652. propertyPath: string;
  100653. /**
  100654. * Defines the target value at the end of the interpolation.
  100655. */
  100656. value: any;
  100657. /**
  100658. * Defines the time it will take for the property to interpolate to the value.
  100659. */
  100660. duration: number;
  100661. /**
  100662. * Defines if the other scene animations should be stopped when the action has been triggered
  100663. */
  100664. stopOtherAnimations?: boolean;
  100665. /**
  100666. * Defines a callback raised once the interpolation animation has been done.
  100667. */
  100668. onInterpolationDone?: () => void;
  100669. /**
  100670. * Observable triggered once the interpolation animation has been done.
  100671. */
  100672. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  100673. private _target;
  100674. private _effectiveTarget;
  100675. private _property;
  100676. /**
  100677. * Instantiate the action
  100678. * @param triggerOptions defines the trigger options
  100679. * @param target defines the object containing the value to interpolate
  100680. * @param propertyPath defines the path to the property in the target object
  100681. * @param value defines the target value at the end of the interpolation
  100682. * @param duration deines the time it will take for the property to interpolate to the value.
  100683. * @param condition defines the trigger related conditions
  100684. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  100685. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  100686. */
  100687. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  100688. /** @hidden */
  100689. _prepare(): void;
  100690. /**
  100691. * Execute the action starts the value interpolation.
  100692. */
  100693. execute(): void;
  100694. /**
  100695. * Serializes the actions and its related information.
  100696. * @param parent defines the object to serialize in
  100697. * @returns the serialized object
  100698. */
  100699. serialize(parent: any): any;
  100700. }
  100701. }
  100702. declare module BABYLON {
  100703. /**
  100704. * Options allowed during the creation of a sound track.
  100705. */
  100706. export interface ISoundTrackOptions {
  100707. /**
  100708. * The volume the sound track should take during creation
  100709. */
  100710. volume?: number;
  100711. /**
  100712. * Define if the sound track is the main sound track of the scene
  100713. */
  100714. mainTrack?: boolean;
  100715. }
  100716. /**
  100717. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  100718. * It will be also used in a future release to apply effects on a specific track.
  100719. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  100720. */
  100721. export class SoundTrack {
  100722. /**
  100723. * The unique identifier of the sound track in the scene.
  100724. */
  100725. id: number;
  100726. /**
  100727. * The list of sounds included in the sound track.
  100728. */
  100729. soundCollection: Array<Sound>;
  100730. private _outputAudioNode;
  100731. private _scene;
  100732. private _isMainTrack;
  100733. private _connectedAnalyser;
  100734. private _options;
  100735. private _isInitialized;
  100736. /**
  100737. * Creates a new sound track.
  100738. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  100739. * @param scene Define the scene the sound track belongs to
  100740. * @param options
  100741. */
  100742. constructor(scene: Scene, options?: ISoundTrackOptions);
  100743. private _initializeSoundTrackAudioGraph;
  100744. /**
  100745. * Release the sound track and its associated resources
  100746. */
  100747. dispose(): void;
  100748. /**
  100749. * Adds a sound to this sound track
  100750. * @param sound define the cound to add
  100751. * @ignoreNaming
  100752. */
  100753. AddSound(sound: Sound): void;
  100754. /**
  100755. * Removes a sound to this sound track
  100756. * @param sound define the cound to remove
  100757. * @ignoreNaming
  100758. */
  100759. RemoveSound(sound: Sound): void;
  100760. /**
  100761. * Set a global volume for the full sound track.
  100762. * @param newVolume Define the new volume of the sound track
  100763. */
  100764. setVolume(newVolume: number): void;
  100765. /**
  100766. * Switch the panning model to HRTF:
  100767. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  100768. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100769. */
  100770. switchPanningModelToHRTF(): void;
  100771. /**
  100772. * Switch the panning model to Equal Power:
  100773. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  100774. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100775. */
  100776. switchPanningModelToEqualPower(): void;
  100777. /**
  100778. * Connect the sound track to an audio analyser allowing some amazing
  100779. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  100780. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  100781. * @param analyser The analyser to connect to the engine
  100782. */
  100783. connectToAnalyser(analyser: Analyser): void;
  100784. }
  100785. }
  100786. declare module BABYLON {
  100787. interface AbstractScene {
  100788. /**
  100789. * The list of sounds used in the scene.
  100790. */
  100791. sounds: Nullable<Array<Sound>>;
  100792. }
  100793. interface Scene {
  100794. /**
  100795. * @hidden
  100796. * Backing field
  100797. */
  100798. _mainSoundTrack: SoundTrack;
  100799. /**
  100800. * The main sound track played by the scene.
  100801. * It cotains your primary collection of sounds.
  100802. */
  100803. mainSoundTrack: SoundTrack;
  100804. /**
  100805. * The list of sound tracks added to the scene
  100806. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100807. */
  100808. soundTracks: Nullable<Array<SoundTrack>>;
  100809. /**
  100810. * Gets a sound using a given name
  100811. * @param name defines the name to search for
  100812. * @return the found sound or null if not found at all.
  100813. */
  100814. getSoundByName(name: string): Nullable<Sound>;
  100815. /**
  100816. * Gets or sets if audio support is enabled
  100817. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100818. */
  100819. audioEnabled: boolean;
  100820. /**
  100821. * Gets or sets if audio will be output to headphones
  100822. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100823. */
  100824. headphone: boolean;
  100825. /**
  100826. * Gets or sets custom audio listener position provider
  100827. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100828. */
  100829. audioListenerPositionProvider: Nullable<() => Vector3>;
  100830. }
  100831. /**
  100832. * Defines the sound scene component responsible to manage any sounds
  100833. * in a given scene.
  100834. */
  100835. export class AudioSceneComponent implements ISceneSerializableComponent {
  100836. /**
  100837. * The component name helpfull to identify the component in the list of scene components.
  100838. */
  100839. readonly name: string;
  100840. /**
  100841. * The scene the component belongs to.
  100842. */
  100843. scene: Scene;
  100844. private _audioEnabled;
  100845. /**
  100846. * Gets whether audio is enabled or not.
  100847. * Please use related enable/disable method to switch state.
  100848. */
  100849. readonly audioEnabled: boolean;
  100850. private _headphone;
  100851. /**
  100852. * Gets whether audio is outputing to headphone or not.
  100853. * Please use the according Switch methods to change output.
  100854. */
  100855. readonly headphone: boolean;
  100856. private _audioListenerPositionProvider;
  100857. /**
  100858. * Gets the current audio listener position provider
  100859. */
  100860. /**
  100861. * Sets a custom listener position for all sounds in the scene
  100862. * By default, this is the position of the first active camera
  100863. */
  100864. audioListenerPositionProvider: Nullable<() => Vector3>;
  100865. /**
  100866. * Creates a new instance of the component for the given scene
  100867. * @param scene Defines the scene to register the component in
  100868. */
  100869. constructor(scene: Scene);
  100870. /**
  100871. * Registers the component in a given scene
  100872. */
  100873. register(): void;
  100874. /**
  100875. * Rebuilds the elements related to this component in case of
  100876. * context lost for instance.
  100877. */
  100878. rebuild(): void;
  100879. /**
  100880. * Serializes the component data to the specified json object
  100881. * @param serializationObject The object to serialize to
  100882. */
  100883. serialize(serializationObject: any): void;
  100884. /**
  100885. * Adds all the elements from the container to the scene
  100886. * @param container the container holding the elements
  100887. */
  100888. addFromContainer(container: AbstractScene): void;
  100889. /**
  100890. * Removes all the elements in the container from the scene
  100891. * @param container contains the elements to remove
  100892. * @param dispose if the removed element should be disposed (default: false)
  100893. */
  100894. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  100895. /**
  100896. * Disposes the component and the associated ressources.
  100897. */
  100898. dispose(): void;
  100899. /**
  100900. * Disables audio in the associated scene.
  100901. */
  100902. disableAudio(): void;
  100903. /**
  100904. * Enables audio in the associated scene.
  100905. */
  100906. enableAudio(): void;
  100907. /**
  100908. * Switch audio to headphone output.
  100909. */
  100910. switchAudioModeForHeadphones(): void;
  100911. /**
  100912. * Switch audio to normal speakers.
  100913. */
  100914. switchAudioModeForNormalSpeakers(): void;
  100915. private _afterRender;
  100916. }
  100917. }
  100918. declare module BABYLON {
  100919. /**
  100920. * Wraps one or more Sound objects and selects one with random weight for playback.
  100921. */
  100922. export class WeightedSound {
  100923. /** When true a Sound will be selected and played when the current playing Sound completes. */
  100924. loop: boolean;
  100925. private _coneInnerAngle;
  100926. private _coneOuterAngle;
  100927. private _volume;
  100928. /** A Sound is currently playing. */
  100929. isPlaying: boolean;
  100930. /** A Sound is currently paused. */
  100931. isPaused: boolean;
  100932. private _sounds;
  100933. private _weights;
  100934. private _currentIndex?;
  100935. /**
  100936. * Creates a new WeightedSound from the list of sounds given.
  100937. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  100938. * @param sounds Array of Sounds that will be selected from.
  100939. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  100940. */
  100941. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  100942. /**
  100943. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  100944. */
  100945. /**
  100946. * The size of cone in degress for a directional sound in which there will be no attenuation.
  100947. */
  100948. directionalConeInnerAngle: number;
  100949. /**
  100950. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  100951. * Listener angles between innerAngle and outerAngle will falloff linearly.
  100952. */
  100953. /**
  100954. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  100955. * Listener angles between innerAngle and outerAngle will falloff linearly.
  100956. */
  100957. directionalConeOuterAngle: number;
  100958. /**
  100959. * Playback volume.
  100960. */
  100961. /**
  100962. * Playback volume.
  100963. */
  100964. volume: number;
  100965. private _onended;
  100966. /**
  100967. * Suspend playback
  100968. */
  100969. pause(): void;
  100970. /**
  100971. * Stop playback
  100972. */
  100973. stop(): void;
  100974. /**
  100975. * Start playback.
  100976. * @param startOffset Position the clip head at a specific time in seconds.
  100977. */
  100978. play(startOffset?: number): void;
  100979. }
  100980. }
  100981. declare module BABYLON {
  100982. /**
  100983. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  100984. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100985. */
  100986. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  100987. /**
  100988. * Gets the name of the behavior.
  100989. */
  100990. readonly name: string;
  100991. /**
  100992. * The easing function used by animations
  100993. */
  100994. static EasingFunction: BackEase;
  100995. /**
  100996. * The easing mode used by animations
  100997. */
  100998. static EasingMode: number;
  100999. /**
  101000. * The duration of the animation, in milliseconds
  101001. */
  101002. transitionDuration: number;
  101003. /**
  101004. * Length of the distance animated by the transition when lower radius is reached
  101005. */
  101006. lowerRadiusTransitionRange: number;
  101007. /**
  101008. * Length of the distance animated by the transition when upper radius is reached
  101009. */
  101010. upperRadiusTransitionRange: number;
  101011. private _autoTransitionRange;
  101012. /**
  101013. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  101014. */
  101015. /**
  101016. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  101017. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  101018. */
  101019. autoTransitionRange: boolean;
  101020. private _attachedCamera;
  101021. private _onAfterCheckInputsObserver;
  101022. private _onMeshTargetChangedObserver;
  101023. /**
  101024. * Initializes the behavior.
  101025. */
  101026. init(): void;
  101027. /**
  101028. * Attaches the behavior to its arc rotate camera.
  101029. * @param camera Defines the camera to attach the behavior to
  101030. */
  101031. attach(camera: ArcRotateCamera): void;
  101032. /**
  101033. * Detaches the behavior from its current arc rotate camera.
  101034. */
  101035. detach(): void;
  101036. private _radiusIsAnimating;
  101037. private _radiusBounceTransition;
  101038. private _animatables;
  101039. private _cachedWheelPrecision;
  101040. /**
  101041. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  101042. * @param radiusLimit The limit to check against.
  101043. * @return Bool to indicate if at limit.
  101044. */
  101045. private _isRadiusAtLimit;
  101046. /**
  101047. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  101048. * @param radiusDelta The delta by which to animate to. Can be negative.
  101049. */
  101050. private _applyBoundRadiusAnimation;
  101051. /**
  101052. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  101053. */
  101054. protected _clearAnimationLocks(): void;
  101055. /**
  101056. * Stops and removes all animations that have been applied to the camera
  101057. */
  101058. stopAllAnimations(): void;
  101059. }
  101060. }
  101061. declare module BABYLON {
  101062. /**
  101063. * 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.
  101064. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101065. */
  101066. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  101067. /**
  101068. * Gets the name of the behavior.
  101069. */
  101070. readonly name: string;
  101071. private _mode;
  101072. private _radiusScale;
  101073. private _positionScale;
  101074. private _defaultElevation;
  101075. private _elevationReturnTime;
  101076. private _elevationReturnWaitTime;
  101077. private _zoomStopsAnimation;
  101078. private _framingTime;
  101079. /**
  101080. * The easing function used by animations
  101081. */
  101082. static EasingFunction: ExponentialEase;
  101083. /**
  101084. * The easing mode used by animations
  101085. */
  101086. static EasingMode: number;
  101087. /**
  101088. * Sets the current mode used by the behavior
  101089. */
  101090. /**
  101091. * Gets current mode used by the behavior.
  101092. */
  101093. mode: number;
  101094. /**
  101095. * Sets the scale applied to the radius (1 by default)
  101096. */
  101097. /**
  101098. * Gets the scale applied to the radius
  101099. */
  101100. radiusScale: number;
  101101. /**
  101102. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  101103. */
  101104. /**
  101105. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  101106. */
  101107. positionScale: number;
  101108. /**
  101109. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  101110. * behaviour is triggered, in radians.
  101111. */
  101112. /**
  101113. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  101114. * behaviour is triggered, in radians.
  101115. */
  101116. defaultElevation: number;
  101117. /**
  101118. * Sets the time (in milliseconds) taken to return to the default beta position.
  101119. * Negative value indicates camera should not return to default.
  101120. */
  101121. /**
  101122. * Gets the time (in milliseconds) taken to return to the default beta position.
  101123. * Negative value indicates camera should not return to default.
  101124. */
  101125. elevationReturnTime: number;
  101126. /**
  101127. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  101128. */
  101129. /**
  101130. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  101131. */
  101132. elevationReturnWaitTime: number;
  101133. /**
  101134. * Sets the flag that indicates if user zooming should stop animation.
  101135. */
  101136. /**
  101137. * Gets the flag that indicates if user zooming should stop animation.
  101138. */
  101139. zoomStopsAnimation: boolean;
  101140. /**
  101141. * Sets the transition time when framing the mesh, in milliseconds
  101142. */
  101143. /**
  101144. * Gets the transition time when framing the mesh, in milliseconds
  101145. */
  101146. framingTime: number;
  101147. /**
  101148. * Define if the behavior should automatically change the configured
  101149. * camera limits and sensibilities.
  101150. */
  101151. autoCorrectCameraLimitsAndSensibility: boolean;
  101152. private _onPrePointerObservableObserver;
  101153. private _onAfterCheckInputsObserver;
  101154. private _onMeshTargetChangedObserver;
  101155. private _attachedCamera;
  101156. private _isPointerDown;
  101157. private _lastInteractionTime;
  101158. /**
  101159. * Initializes the behavior.
  101160. */
  101161. init(): void;
  101162. /**
  101163. * Attaches the behavior to its arc rotate camera.
  101164. * @param camera Defines the camera to attach the behavior to
  101165. */
  101166. attach(camera: ArcRotateCamera): void;
  101167. /**
  101168. * Detaches the behavior from its current arc rotate camera.
  101169. */
  101170. detach(): void;
  101171. private _animatables;
  101172. private _betaIsAnimating;
  101173. private _betaTransition;
  101174. private _radiusTransition;
  101175. private _vectorTransition;
  101176. /**
  101177. * Targets the given mesh and updates zoom level accordingly.
  101178. * @param mesh The mesh to target.
  101179. * @param radius Optional. If a cached radius position already exists, overrides default.
  101180. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101181. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101182. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101183. */
  101184. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101185. /**
  101186. * Targets the given mesh with its children and updates zoom level accordingly.
  101187. * @param mesh The mesh to target.
  101188. * @param radius Optional. If a cached radius position already exists, overrides default.
  101189. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101190. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101191. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101192. */
  101193. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101194. /**
  101195. * Targets the given meshes with their children and updates zoom level accordingly.
  101196. * @param meshes The mesh to target.
  101197. * @param radius Optional. If a cached radius position already exists, overrides default.
  101198. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101199. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101200. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101201. */
  101202. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101203. /**
  101204. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  101205. * @param minimumWorld Determines the smaller position of the bounding box extend
  101206. * @param maximumWorld Determines the bigger position of the bounding box extend
  101207. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101208. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101209. */
  101210. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101211. /**
  101212. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  101213. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  101214. * frustum width.
  101215. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  101216. * to fully enclose the mesh in the viewing frustum.
  101217. */
  101218. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  101219. /**
  101220. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  101221. * is automatically returned to its default position (expected to be above ground plane).
  101222. */
  101223. private _maintainCameraAboveGround;
  101224. /**
  101225. * Returns the frustum slope based on the canvas ratio and camera FOV
  101226. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  101227. */
  101228. private _getFrustumSlope;
  101229. /**
  101230. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  101231. */
  101232. private _clearAnimationLocks;
  101233. /**
  101234. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  101235. */
  101236. private _applyUserInteraction;
  101237. /**
  101238. * Stops and removes all animations that have been applied to the camera
  101239. */
  101240. stopAllAnimations(): void;
  101241. /**
  101242. * Gets a value indicating if the user is moving the camera
  101243. */
  101244. readonly isUserIsMoving: boolean;
  101245. /**
  101246. * The camera can move all the way towards the mesh.
  101247. */
  101248. static IgnoreBoundsSizeMode: number;
  101249. /**
  101250. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  101251. */
  101252. static FitFrustumSidesMode: number;
  101253. }
  101254. }
  101255. declare module BABYLON {
  101256. /**
  101257. * Base class for Camera Pointer Inputs.
  101258. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  101259. * for example usage.
  101260. */
  101261. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  101262. /**
  101263. * Defines the camera the input is attached to.
  101264. */
  101265. abstract camera: Camera;
  101266. /**
  101267. * Whether keyboard modifier keys are pressed at time of last mouse event.
  101268. */
  101269. protected _altKey: boolean;
  101270. protected _ctrlKey: boolean;
  101271. protected _metaKey: boolean;
  101272. protected _shiftKey: boolean;
  101273. /**
  101274. * Which mouse buttons were pressed at time of last mouse event.
  101275. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  101276. */
  101277. protected _buttonsPressed: number;
  101278. /**
  101279. * Defines the buttons associated with the input to handle camera move.
  101280. */
  101281. buttons: number[];
  101282. /**
  101283. * Attach the input controls to a specific dom element to get the input from.
  101284. * @param element Defines the element the controls should be listened from
  101285. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101286. */
  101287. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101288. /**
  101289. * Detach the current controls from the specified dom element.
  101290. * @param element Defines the element to stop listening the inputs from
  101291. */
  101292. detachControl(element: Nullable<HTMLElement>): void;
  101293. /**
  101294. * Gets the class name of the current input.
  101295. * @returns the class name
  101296. */
  101297. getClassName(): string;
  101298. /**
  101299. * Get the friendly name associated with the input class.
  101300. * @returns the input friendly name
  101301. */
  101302. getSimpleName(): string;
  101303. /**
  101304. * Called on pointer POINTERDOUBLETAP event.
  101305. * Override this method to provide functionality on POINTERDOUBLETAP event.
  101306. */
  101307. protected onDoubleTap(type: string): void;
  101308. /**
  101309. * Called on pointer POINTERMOVE event if only a single touch is active.
  101310. * Override this method to provide functionality.
  101311. */
  101312. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101313. /**
  101314. * Called on pointer POINTERMOVE event if multiple touches are active.
  101315. * Override this method to provide functionality.
  101316. */
  101317. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101318. /**
  101319. * Called on JS contextmenu event.
  101320. * Override this method to provide functionality.
  101321. */
  101322. protected onContextMenu(evt: PointerEvent): void;
  101323. /**
  101324. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  101325. * press.
  101326. * Override this method to provide functionality.
  101327. */
  101328. protected onButtonDown(evt: PointerEvent): void;
  101329. /**
  101330. * Called each time a new POINTERUP event occurs. Ie, for each button
  101331. * release.
  101332. * Override this method to provide functionality.
  101333. */
  101334. protected onButtonUp(evt: PointerEvent): void;
  101335. /**
  101336. * Called when window becomes inactive.
  101337. * Override this method to provide functionality.
  101338. */
  101339. protected onLostFocus(): void;
  101340. private _pointerInput;
  101341. private _observer;
  101342. private _onLostFocus;
  101343. private pointA;
  101344. private pointB;
  101345. }
  101346. }
  101347. declare module BABYLON {
  101348. /**
  101349. * Manage the pointers inputs to control an arc rotate camera.
  101350. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101351. */
  101352. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  101353. /**
  101354. * Defines the camera the input is attached to.
  101355. */
  101356. camera: ArcRotateCamera;
  101357. /**
  101358. * Gets the class name of the current input.
  101359. * @returns the class name
  101360. */
  101361. getClassName(): string;
  101362. /**
  101363. * Defines the buttons associated with the input to handle camera move.
  101364. */
  101365. buttons: number[];
  101366. /**
  101367. * Defines the pointer angular sensibility along the X axis or how fast is
  101368. * the camera rotating.
  101369. */
  101370. angularSensibilityX: number;
  101371. /**
  101372. * Defines the pointer angular sensibility along the Y axis or how fast is
  101373. * the camera rotating.
  101374. */
  101375. angularSensibilityY: number;
  101376. /**
  101377. * Defines the pointer pinch precision or how fast is the camera zooming.
  101378. */
  101379. pinchPrecision: number;
  101380. /**
  101381. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  101382. * from 0.
  101383. * It defines the percentage of current camera.radius to use as delta when
  101384. * pinch zoom is used.
  101385. */
  101386. pinchDeltaPercentage: number;
  101387. /**
  101388. * Defines the pointer panning sensibility or how fast is the camera moving.
  101389. */
  101390. panningSensibility: number;
  101391. /**
  101392. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  101393. */
  101394. multiTouchPanning: boolean;
  101395. /**
  101396. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  101397. * zoom (pinch) through multitouch.
  101398. */
  101399. multiTouchPanAndZoom: boolean;
  101400. /**
  101401. * Revers pinch action direction.
  101402. */
  101403. pinchInwards: boolean;
  101404. private _isPanClick;
  101405. private _twoFingerActivityCount;
  101406. private _isPinching;
  101407. /**
  101408. * Called on pointer POINTERMOVE event if only a single touch is active.
  101409. */
  101410. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101411. /**
  101412. * Called on pointer POINTERDOUBLETAP event.
  101413. */
  101414. protected onDoubleTap(type: string): void;
  101415. /**
  101416. * Called on pointer POINTERMOVE event if multiple touches are active.
  101417. */
  101418. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101419. /**
  101420. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  101421. * press.
  101422. */
  101423. protected onButtonDown(evt: PointerEvent): void;
  101424. /**
  101425. * Called each time a new POINTERUP event occurs. Ie, for each button
  101426. * release.
  101427. */
  101428. protected onButtonUp(evt: PointerEvent): void;
  101429. /**
  101430. * Called when window becomes inactive.
  101431. */
  101432. protected onLostFocus(): void;
  101433. }
  101434. }
  101435. declare module BABYLON {
  101436. /**
  101437. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  101438. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101439. */
  101440. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  101441. /**
  101442. * Defines the camera the input is attached to.
  101443. */
  101444. camera: ArcRotateCamera;
  101445. /**
  101446. * Defines the list of key codes associated with the up action (increase alpha)
  101447. */
  101448. keysUp: number[];
  101449. /**
  101450. * Defines the list of key codes associated with the down action (decrease alpha)
  101451. */
  101452. keysDown: number[];
  101453. /**
  101454. * Defines the list of key codes associated with the left action (increase beta)
  101455. */
  101456. keysLeft: number[];
  101457. /**
  101458. * Defines the list of key codes associated with the right action (decrease beta)
  101459. */
  101460. keysRight: number[];
  101461. /**
  101462. * Defines the list of key codes associated with the reset action.
  101463. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  101464. */
  101465. keysReset: number[];
  101466. /**
  101467. * Defines the panning sensibility of the inputs.
  101468. * (How fast is the camera paning)
  101469. */
  101470. panningSensibility: number;
  101471. /**
  101472. * Defines the zooming sensibility of the inputs.
  101473. * (How fast is the camera zooming)
  101474. */
  101475. zoomingSensibility: number;
  101476. /**
  101477. * Defines wether maintaining the alt key down switch the movement mode from
  101478. * orientation to zoom.
  101479. */
  101480. useAltToZoom: boolean;
  101481. /**
  101482. * Rotation speed of the camera
  101483. */
  101484. angularSpeed: number;
  101485. private _keys;
  101486. private _ctrlPressed;
  101487. private _altPressed;
  101488. private _onCanvasBlurObserver;
  101489. private _onKeyboardObserver;
  101490. private _engine;
  101491. private _scene;
  101492. /**
  101493. * Attach the input controls to a specific dom element to get the input from.
  101494. * @param element Defines the element the controls should be listened from
  101495. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101496. */
  101497. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101498. /**
  101499. * Detach the current controls from the specified dom element.
  101500. * @param element Defines the element to stop listening the inputs from
  101501. */
  101502. detachControl(element: Nullable<HTMLElement>): void;
  101503. /**
  101504. * Update the current camera state depending on the inputs that have been used this frame.
  101505. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101506. */
  101507. checkInputs(): void;
  101508. /**
  101509. * Gets the class name of the current intput.
  101510. * @returns the class name
  101511. */
  101512. getClassName(): string;
  101513. /**
  101514. * Get the friendly name associated with the input class.
  101515. * @returns the input friendly name
  101516. */
  101517. getSimpleName(): string;
  101518. }
  101519. }
  101520. declare module BABYLON {
  101521. /**
  101522. * Manage the mouse wheel inputs to control an arc rotate camera.
  101523. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101524. */
  101525. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  101526. /**
  101527. * Defines the camera the input is attached to.
  101528. */
  101529. camera: ArcRotateCamera;
  101530. /**
  101531. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  101532. */
  101533. wheelPrecision: number;
  101534. /**
  101535. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  101536. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  101537. */
  101538. wheelDeltaPercentage: number;
  101539. private _wheel;
  101540. private _observer;
  101541. private computeDeltaFromMouseWheelLegacyEvent;
  101542. /**
  101543. * Attach the input controls to a specific dom element to get the input from.
  101544. * @param element Defines the element the controls should be listened from
  101545. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101546. */
  101547. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101548. /**
  101549. * Detach the current controls from the specified dom element.
  101550. * @param element Defines the element to stop listening the inputs from
  101551. */
  101552. detachControl(element: Nullable<HTMLElement>): void;
  101553. /**
  101554. * Gets the class name of the current intput.
  101555. * @returns the class name
  101556. */
  101557. getClassName(): string;
  101558. /**
  101559. * Get the friendly name associated with the input class.
  101560. * @returns the input friendly name
  101561. */
  101562. getSimpleName(): string;
  101563. }
  101564. }
  101565. declare module BABYLON {
  101566. /**
  101567. * Default Inputs manager for the ArcRotateCamera.
  101568. * It groups all the default supported inputs for ease of use.
  101569. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101570. */
  101571. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  101572. /**
  101573. * Instantiates a new ArcRotateCameraInputsManager.
  101574. * @param camera Defines the camera the inputs belong to
  101575. */
  101576. constructor(camera: ArcRotateCamera);
  101577. /**
  101578. * Add mouse wheel input support to the input manager.
  101579. * @returns the current input manager
  101580. */
  101581. addMouseWheel(): ArcRotateCameraInputsManager;
  101582. /**
  101583. * Add pointers input support to the input manager.
  101584. * @returns the current input manager
  101585. */
  101586. addPointers(): ArcRotateCameraInputsManager;
  101587. /**
  101588. * Add keyboard input support to the input manager.
  101589. * @returns the current input manager
  101590. */
  101591. addKeyboard(): ArcRotateCameraInputsManager;
  101592. }
  101593. }
  101594. declare module BABYLON {
  101595. /**
  101596. * This represents an orbital type of camera.
  101597. *
  101598. * 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.
  101599. * 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.
  101600. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  101601. */
  101602. export class ArcRotateCamera extends TargetCamera {
  101603. /**
  101604. * Defines the rotation angle of the camera along the longitudinal axis.
  101605. */
  101606. alpha: number;
  101607. /**
  101608. * Defines the rotation angle of the camera along the latitudinal axis.
  101609. */
  101610. beta: number;
  101611. /**
  101612. * Defines the radius of the camera from it s target point.
  101613. */
  101614. radius: number;
  101615. protected _target: Vector3;
  101616. protected _targetHost: Nullable<AbstractMesh>;
  101617. /**
  101618. * Defines the target point of the camera.
  101619. * The camera looks towards it form the radius distance.
  101620. */
  101621. target: Vector3;
  101622. /**
  101623. * Define the current local position of the camera in the scene
  101624. */
  101625. position: Vector3;
  101626. protected _upVector: Vector3;
  101627. protected _upToYMatrix: Matrix;
  101628. protected _YToUpMatrix: Matrix;
  101629. /**
  101630. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  101631. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  101632. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  101633. */
  101634. upVector: Vector3;
  101635. /**
  101636. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  101637. */
  101638. setMatUp(): void;
  101639. /**
  101640. * Current inertia value on the longitudinal axis.
  101641. * The bigger this number the longer it will take for the camera to stop.
  101642. */
  101643. inertialAlphaOffset: number;
  101644. /**
  101645. * Current inertia value on the latitudinal axis.
  101646. * The bigger this number the longer it will take for the camera to stop.
  101647. */
  101648. inertialBetaOffset: number;
  101649. /**
  101650. * Current inertia value on the radius axis.
  101651. * The bigger this number the longer it will take for the camera to stop.
  101652. */
  101653. inertialRadiusOffset: number;
  101654. /**
  101655. * Minimum allowed angle on the longitudinal axis.
  101656. * This can help limiting how the Camera is able to move in the scene.
  101657. */
  101658. lowerAlphaLimit: Nullable<number>;
  101659. /**
  101660. * Maximum allowed angle on the longitudinal axis.
  101661. * This can help limiting how the Camera is able to move in the scene.
  101662. */
  101663. upperAlphaLimit: Nullable<number>;
  101664. /**
  101665. * Minimum allowed angle on the latitudinal axis.
  101666. * This can help limiting how the Camera is able to move in the scene.
  101667. */
  101668. lowerBetaLimit: number;
  101669. /**
  101670. * Maximum allowed angle on the latitudinal axis.
  101671. * This can help limiting how the Camera is able to move in the scene.
  101672. */
  101673. upperBetaLimit: number;
  101674. /**
  101675. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  101676. * This can help limiting how the Camera is able to move in the scene.
  101677. */
  101678. lowerRadiusLimit: Nullable<number>;
  101679. /**
  101680. * Maximum allowed distance of the camera to the target (The camera can not get further).
  101681. * This can help limiting how the Camera is able to move in the scene.
  101682. */
  101683. upperRadiusLimit: Nullable<number>;
  101684. /**
  101685. * Defines the current inertia value used during panning of the camera along the X axis.
  101686. */
  101687. inertialPanningX: number;
  101688. /**
  101689. * Defines the current inertia value used during panning of the camera along the Y axis.
  101690. */
  101691. inertialPanningY: number;
  101692. /**
  101693. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  101694. * Basically if your fingers moves away from more than this distance you will be considered
  101695. * in pinch mode.
  101696. */
  101697. pinchToPanMaxDistance: number;
  101698. /**
  101699. * Defines the maximum distance the camera can pan.
  101700. * This could help keeping the cammera always in your scene.
  101701. */
  101702. panningDistanceLimit: Nullable<number>;
  101703. /**
  101704. * Defines the target of the camera before paning.
  101705. */
  101706. panningOriginTarget: Vector3;
  101707. /**
  101708. * Defines the value of the inertia used during panning.
  101709. * 0 would mean stop inertia and one would mean no decelleration at all.
  101710. */
  101711. panningInertia: number;
  101712. /**
  101713. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  101714. */
  101715. angularSensibilityX: number;
  101716. /**
  101717. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  101718. */
  101719. angularSensibilityY: number;
  101720. /**
  101721. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  101722. */
  101723. pinchPrecision: number;
  101724. /**
  101725. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  101726. * It will be used instead of pinchDeltaPrecision if different from 0.
  101727. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  101728. */
  101729. pinchDeltaPercentage: number;
  101730. /**
  101731. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  101732. */
  101733. panningSensibility: number;
  101734. /**
  101735. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  101736. */
  101737. keysUp: number[];
  101738. /**
  101739. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  101740. */
  101741. keysDown: number[];
  101742. /**
  101743. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  101744. */
  101745. keysLeft: number[];
  101746. /**
  101747. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  101748. */
  101749. keysRight: number[];
  101750. /**
  101751. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  101752. */
  101753. wheelPrecision: number;
  101754. /**
  101755. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  101756. * It will be used instead of pinchDeltaPrecision if different from 0.
  101757. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  101758. */
  101759. wheelDeltaPercentage: number;
  101760. /**
  101761. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  101762. */
  101763. zoomOnFactor: number;
  101764. /**
  101765. * Defines a screen offset for the camera position.
  101766. */
  101767. targetScreenOffset: Vector2;
  101768. /**
  101769. * Allows the camera to be completely reversed.
  101770. * If false the camera can not arrive upside down.
  101771. */
  101772. allowUpsideDown: boolean;
  101773. /**
  101774. * Define if double tap/click is used to restore the previously saved state of the camera.
  101775. */
  101776. useInputToRestoreState: boolean;
  101777. /** @hidden */
  101778. _viewMatrix: Matrix;
  101779. /** @hidden */
  101780. _useCtrlForPanning: boolean;
  101781. /** @hidden */
  101782. _panningMouseButton: number;
  101783. /**
  101784. * Defines the input associated to the camera.
  101785. */
  101786. inputs: ArcRotateCameraInputsManager;
  101787. /** @hidden */
  101788. _reset: () => void;
  101789. /**
  101790. * Defines the allowed panning axis.
  101791. */
  101792. panningAxis: Vector3;
  101793. protected _localDirection: Vector3;
  101794. protected _transformedDirection: Vector3;
  101795. private _bouncingBehavior;
  101796. /**
  101797. * Gets the bouncing behavior of the camera if it has been enabled.
  101798. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101799. */
  101800. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  101801. /**
  101802. * Defines if the bouncing behavior of the camera is enabled on the camera.
  101803. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101804. */
  101805. useBouncingBehavior: boolean;
  101806. private _framingBehavior;
  101807. /**
  101808. * Gets the framing behavior of the camera if it has been enabled.
  101809. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101810. */
  101811. readonly framingBehavior: Nullable<FramingBehavior>;
  101812. /**
  101813. * Defines if the framing behavior of the camera is enabled on the camera.
  101814. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101815. */
  101816. useFramingBehavior: boolean;
  101817. private _autoRotationBehavior;
  101818. /**
  101819. * Gets the auto rotation behavior of the camera if it has been enabled.
  101820. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101821. */
  101822. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  101823. /**
  101824. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  101825. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101826. */
  101827. useAutoRotationBehavior: boolean;
  101828. /**
  101829. * Observable triggered when the mesh target has been changed on the camera.
  101830. */
  101831. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  101832. /**
  101833. * Event raised when the camera is colliding with a mesh.
  101834. */
  101835. onCollide: (collidedMesh: AbstractMesh) => void;
  101836. /**
  101837. * Defines whether the camera should check collision with the objects oh the scene.
  101838. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  101839. */
  101840. checkCollisions: boolean;
  101841. /**
  101842. * Defines the collision radius of the camera.
  101843. * This simulates a sphere around the camera.
  101844. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  101845. */
  101846. collisionRadius: Vector3;
  101847. protected _collider: Collider;
  101848. protected _previousPosition: Vector3;
  101849. protected _collisionVelocity: Vector3;
  101850. protected _newPosition: Vector3;
  101851. protected _previousAlpha: number;
  101852. protected _previousBeta: number;
  101853. protected _previousRadius: number;
  101854. protected _collisionTriggered: boolean;
  101855. protected _targetBoundingCenter: Nullable<Vector3>;
  101856. private _computationVector;
  101857. /**
  101858. * Instantiates a new ArcRotateCamera in a given scene
  101859. * @param name Defines the name of the camera
  101860. * @param alpha Defines the camera rotation along the logitudinal axis
  101861. * @param beta Defines the camera rotation along the latitudinal axis
  101862. * @param radius Defines the camera distance from its target
  101863. * @param target Defines the camera target
  101864. * @param scene Defines the scene the camera belongs to
  101865. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  101866. */
  101867. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  101868. /** @hidden */
  101869. _initCache(): void;
  101870. /** @hidden */
  101871. _updateCache(ignoreParentClass?: boolean): void;
  101872. protected _getTargetPosition(): Vector3;
  101873. private _storedAlpha;
  101874. private _storedBeta;
  101875. private _storedRadius;
  101876. private _storedTarget;
  101877. private _storedTargetScreenOffset;
  101878. /**
  101879. * Stores the current state of the camera (alpha, beta, radius and target)
  101880. * @returns the camera itself
  101881. */
  101882. storeState(): Camera;
  101883. /**
  101884. * @hidden
  101885. * Restored camera state. You must call storeState() first
  101886. */
  101887. _restoreStateValues(): boolean;
  101888. /** @hidden */
  101889. _isSynchronizedViewMatrix(): boolean;
  101890. /**
  101891. * Attached controls to the current camera.
  101892. * @param element Defines the element the controls should be listened from
  101893. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101894. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  101895. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  101896. */
  101897. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  101898. /**
  101899. * Detach the current controls from the camera.
  101900. * The camera will stop reacting to inputs.
  101901. * @param element Defines the element to stop listening the inputs from
  101902. */
  101903. detachControl(element: HTMLElement): void;
  101904. /** @hidden */
  101905. _checkInputs(): void;
  101906. protected _checkLimits(): void;
  101907. /**
  101908. * Rebuilds angles (alpha, beta) and radius from the give position and target
  101909. */
  101910. rebuildAnglesAndRadius(): void;
  101911. /**
  101912. * Use a position to define the current camera related information like aplha, beta and radius
  101913. * @param position Defines the position to set the camera at
  101914. */
  101915. setPosition(position: Vector3): void;
  101916. /**
  101917. * Defines the target the camera should look at.
  101918. * This will automatically adapt alpha beta and radius to fit within the new target.
  101919. * @param target Defines the new target as a Vector or a mesh
  101920. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  101921. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  101922. */
  101923. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  101924. /** @hidden */
  101925. _getViewMatrix(): Matrix;
  101926. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  101927. /**
  101928. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  101929. * @param meshes Defines the mesh to zoom on
  101930. * @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)
  101931. */
  101932. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  101933. /**
  101934. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  101935. * The target will be changed but the radius
  101936. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  101937. * @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)
  101938. */
  101939. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  101940. min: Vector3;
  101941. max: Vector3;
  101942. distance: number;
  101943. }, doNotUpdateMaxZ?: boolean): void;
  101944. /**
  101945. * @override
  101946. * Override Camera.createRigCamera
  101947. */
  101948. createRigCamera(name: string, cameraIndex: number): Camera;
  101949. /**
  101950. * @hidden
  101951. * @override
  101952. * Override Camera._updateRigCameras
  101953. */
  101954. _updateRigCameras(): void;
  101955. /**
  101956. * Destroy the camera and release the current resources hold by it.
  101957. */
  101958. dispose(): void;
  101959. /**
  101960. * Gets the current object class name.
  101961. * @return the class name
  101962. */
  101963. getClassName(): string;
  101964. }
  101965. }
  101966. declare module BABYLON {
  101967. /**
  101968. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  101969. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101970. */
  101971. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  101972. /**
  101973. * Gets the name of the behavior.
  101974. */
  101975. readonly name: string;
  101976. private _zoomStopsAnimation;
  101977. private _idleRotationSpeed;
  101978. private _idleRotationWaitTime;
  101979. private _idleRotationSpinupTime;
  101980. /**
  101981. * Sets the flag that indicates if user zooming should stop animation.
  101982. */
  101983. /**
  101984. * Gets the flag that indicates if user zooming should stop animation.
  101985. */
  101986. zoomStopsAnimation: boolean;
  101987. /**
  101988. * Sets the default speed at which the camera rotates around the model.
  101989. */
  101990. /**
  101991. * Gets the default speed at which the camera rotates around the model.
  101992. */
  101993. idleRotationSpeed: number;
  101994. /**
  101995. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  101996. */
  101997. /**
  101998. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  101999. */
  102000. idleRotationWaitTime: number;
  102001. /**
  102002. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  102003. */
  102004. /**
  102005. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  102006. */
  102007. idleRotationSpinupTime: number;
  102008. /**
  102009. * Gets a value indicating if the camera is currently rotating because of this behavior
  102010. */
  102011. readonly rotationInProgress: boolean;
  102012. private _onPrePointerObservableObserver;
  102013. private _onAfterCheckInputsObserver;
  102014. private _attachedCamera;
  102015. private _isPointerDown;
  102016. private _lastFrameTime;
  102017. private _lastInteractionTime;
  102018. private _cameraRotationSpeed;
  102019. /**
  102020. * Initializes the behavior.
  102021. */
  102022. init(): void;
  102023. /**
  102024. * Attaches the behavior to its arc rotate camera.
  102025. * @param camera Defines the camera to attach the behavior to
  102026. */
  102027. attach(camera: ArcRotateCamera): void;
  102028. /**
  102029. * Detaches the behavior from its current arc rotate camera.
  102030. */
  102031. detach(): void;
  102032. /**
  102033. * Returns true if user is scrolling.
  102034. * @return true if user is scrolling.
  102035. */
  102036. private _userIsZooming;
  102037. private _lastFrameRadius;
  102038. private _shouldAnimationStopForInteraction;
  102039. /**
  102040. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  102041. */
  102042. private _applyUserInteraction;
  102043. private _userIsMoving;
  102044. }
  102045. }
  102046. declare module BABYLON {
  102047. /**
  102048. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  102049. */
  102050. export class AttachToBoxBehavior implements Behavior<Mesh> {
  102051. private ui;
  102052. /**
  102053. * The name of the behavior
  102054. */
  102055. name: string;
  102056. /**
  102057. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  102058. */
  102059. distanceAwayFromFace: number;
  102060. /**
  102061. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  102062. */
  102063. distanceAwayFromBottomOfFace: number;
  102064. private _faceVectors;
  102065. private _target;
  102066. private _scene;
  102067. private _onRenderObserver;
  102068. private _tmpMatrix;
  102069. private _tmpVector;
  102070. /**
  102071. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  102072. * @param ui The transform node that should be attched to the mesh
  102073. */
  102074. constructor(ui: TransformNode);
  102075. /**
  102076. * Initializes the behavior
  102077. */
  102078. init(): void;
  102079. private _closestFace;
  102080. private _zeroVector;
  102081. private _lookAtTmpMatrix;
  102082. private _lookAtToRef;
  102083. /**
  102084. * Attaches the AttachToBoxBehavior to the passed in mesh
  102085. * @param target The mesh that the specified node will be attached to
  102086. */
  102087. attach(target: Mesh): void;
  102088. /**
  102089. * Detaches the behavior from the mesh
  102090. */
  102091. detach(): void;
  102092. }
  102093. }
  102094. declare module BABYLON {
  102095. /**
  102096. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  102097. */
  102098. export class FadeInOutBehavior implements Behavior<Mesh> {
  102099. /**
  102100. * Time in milliseconds to delay before fading in (Default: 0)
  102101. */
  102102. delay: number;
  102103. /**
  102104. * Time in milliseconds for the mesh to fade in (Default: 300)
  102105. */
  102106. fadeInTime: number;
  102107. private _millisecondsPerFrame;
  102108. private _hovered;
  102109. private _hoverValue;
  102110. private _ownerNode;
  102111. /**
  102112. * Instatiates the FadeInOutBehavior
  102113. */
  102114. constructor();
  102115. /**
  102116. * The name of the behavior
  102117. */
  102118. readonly name: string;
  102119. /**
  102120. * Initializes the behavior
  102121. */
  102122. init(): void;
  102123. /**
  102124. * Attaches the fade behavior on the passed in mesh
  102125. * @param ownerNode The mesh that will be faded in/out once attached
  102126. */
  102127. attach(ownerNode: Mesh): void;
  102128. /**
  102129. * Detaches the behavior from the mesh
  102130. */
  102131. detach(): void;
  102132. /**
  102133. * Triggers the mesh to begin fading in or out
  102134. * @param value if the object should fade in or out (true to fade in)
  102135. */
  102136. fadeIn(value: boolean): void;
  102137. private _update;
  102138. private _setAllVisibility;
  102139. }
  102140. }
  102141. declare module BABYLON {
  102142. /**
  102143. * Class containing a set of static utilities functions for managing Pivots
  102144. * @hidden
  102145. */
  102146. export class PivotTools {
  102147. private static _PivotCached;
  102148. private static _OldPivotPoint;
  102149. private static _PivotTranslation;
  102150. private static _PivotTmpVector;
  102151. /** @hidden */
  102152. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  102153. /** @hidden */
  102154. static _RestorePivotPoint(mesh: AbstractMesh): void;
  102155. }
  102156. }
  102157. declare module BABYLON {
  102158. /**
  102159. * Class containing static functions to help procedurally build meshes
  102160. */
  102161. export class PlaneBuilder {
  102162. /**
  102163. * Creates a plane mesh
  102164. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  102165. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  102166. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  102167. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  102168. * * 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
  102169. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  102170. * @param name defines the name of the mesh
  102171. * @param options defines the options used to create the mesh
  102172. * @param scene defines the hosting scene
  102173. * @returns the plane mesh
  102174. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  102175. */
  102176. static CreatePlane(name: string, options: {
  102177. size?: number;
  102178. width?: number;
  102179. height?: number;
  102180. sideOrientation?: number;
  102181. frontUVs?: Vector4;
  102182. backUVs?: Vector4;
  102183. updatable?: boolean;
  102184. sourcePlane?: Plane;
  102185. }, scene?: Nullable<Scene>): Mesh;
  102186. }
  102187. }
  102188. declare module BABYLON {
  102189. /**
  102190. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  102191. */
  102192. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  102193. private static _AnyMouseID;
  102194. /**
  102195. * Abstract mesh the behavior is set on
  102196. */
  102197. attachedNode: AbstractMesh;
  102198. private _dragPlane;
  102199. private _scene;
  102200. private _pointerObserver;
  102201. private _beforeRenderObserver;
  102202. private static _planeScene;
  102203. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  102204. /**
  102205. * 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)
  102206. */
  102207. maxDragAngle: number;
  102208. /**
  102209. * @hidden
  102210. */
  102211. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  102212. /**
  102213. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102214. */
  102215. currentDraggingPointerID: number;
  102216. /**
  102217. * The last position where the pointer hit the drag plane in world space
  102218. */
  102219. lastDragPosition: Vector3;
  102220. /**
  102221. * If the behavior is currently in a dragging state
  102222. */
  102223. dragging: boolean;
  102224. /**
  102225. * 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)
  102226. */
  102227. dragDeltaRatio: number;
  102228. /**
  102229. * If the drag plane orientation should be updated during the dragging (Default: true)
  102230. */
  102231. updateDragPlane: boolean;
  102232. private _debugMode;
  102233. private _moving;
  102234. /**
  102235. * Fires each time the attached mesh is dragged with the pointer
  102236. * * delta between last drag position and current drag position in world space
  102237. * * dragDistance along the drag axis
  102238. * * dragPlaneNormal normal of the current drag plane used during the drag
  102239. * * dragPlanePoint in world space where the drag intersects the drag plane
  102240. */
  102241. onDragObservable: Observable<{
  102242. delta: Vector3;
  102243. dragPlanePoint: Vector3;
  102244. dragPlaneNormal: Vector3;
  102245. dragDistance: number;
  102246. pointerId: number;
  102247. }>;
  102248. /**
  102249. * Fires each time a drag begins (eg. mouse down on mesh)
  102250. */
  102251. onDragStartObservable: Observable<{
  102252. dragPlanePoint: Vector3;
  102253. pointerId: number;
  102254. }>;
  102255. /**
  102256. * Fires each time a drag ends (eg. mouse release after drag)
  102257. */
  102258. onDragEndObservable: Observable<{
  102259. dragPlanePoint: Vector3;
  102260. pointerId: number;
  102261. }>;
  102262. /**
  102263. * If the attached mesh should be moved when dragged
  102264. */
  102265. moveAttached: boolean;
  102266. /**
  102267. * If the drag behavior will react to drag events (Default: true)
  102268. */
  102269. enabled: boolean;
  102270. /**
  102271. * If pointer events should start and release the drag (Default: true)
  102272. */
  102273. startAndReleaseDragOnPointerEvents: boolean;
  102274. /**
  102275. * If camera controls should be detached during the drag
  102276. */
  102277. detachCameraControls: boolean;
  102278. /**
  102279. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  102280. */
  102281. useObjectOrienationForDragging: boolean;
  102282. private _options;
  102283. /**
  102284. * Creates a pointer drag behavior that can be attached to a mesh
  102285. * @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)
  102286. */
  102287. constructor(options?: {
  102288. dragAxis?: Vector3;
  102289. dragPlaneNormal?: Vector3;
  102290. });
  102291. /**
  102292. * Predicate to determine if it is valid to move the object to a new position when it is moved
  102293. */
  102294. validateDrag: (targetPosition: Vector3) => boolean;
  102295. /**
  102296. * The name of the behavior
  102297. */
  102298. readonly name: string;
  102299. /**
  102300. * Initializes the behavior
  102301. */
  102302. init(): void;
  102303. private _tmpVector;
  102304. private _alternatePickedPoint;
  102305. private _worldDragAxis;
  102306. private _targetPosition;
  102307. private _attachedElement;
  102308. /**
  102309. * Attaches the drag behavior the passed in mesh
  102310. * @param ownerNode The mesh that will be dragged around once attached
  102311. * @param predicate Predicate to use for pick filtering
  102312. */
  102313. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  102314. /**
  102315. * Force relase the drag action by code.
  102316. */
  102317. releaseDrag(): void;
  102318. private _startDragRay;
  102319. private _lastPointerRay;
  102320. /**
  102321. * Simulates the start of a pointer drag event on the behavior
  102322. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  102323. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  102324. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  102325. */
  102326. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  102327. private _startDrag;
  102328. private _dragDelta;
  102329. private _moveDrag;
  102330. private _pickWithRayOnDragPlane;
  102331. private _pointA;
  102332. private _pointB;
  102333. private _pointC;
  102334. private _lineA;
  102335. private _lineB;
  102336. private _localAxis;
  102337. private _lookAt;
  102338. private _updateDragPlanePosition;
  102339. /**
  102340. * Detaches the behavior from the mesh
  102341. */
  102342. detach(): void;
  102343. }
  102344. }
  102345. declare module BABYLON {
  102346. /**
  102347. * A behavior that when attached to a mesh will allow the mesh to be scaled
  102348. */
  102349. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  102350. private _dragBehaviorA;
  102351. private _dragBehaviorB;
  102352. private _startDistance;
  102353. private _initialScale;
  102354. private _targetScale;
  102355. private _ownerNode;
  102356. private _sceneRenderObserver;
  102357. /**
  102358. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  102359. */
  102360. constructor();
  102361. /**
  102362. * The name of the behavior
  102363. */
  102364. readonly name: string;
  102365. /**
  102366. * Initializes the behavior
  102367. */
  102368. init(): void;
  102369. private _getCurrentDistance;
  102370. /**
  102371. * Attaches the scale behavior the passed in mesh
  102372. * @param ownerNode The mesh that will be scaled around once attached
  102373. */
  102374. attach(ownerNode: Mesh): void;
  102375. /**
  102376. * Detaches the behavior from the mesh
  102377. */
  102378. detach(): void;
  102379. }
  102380. }
  102381. declare module BABYLON {
  102382. /**
  102383. * 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
  102384. */
  102385. export class SixDofDragBehavior implements Behavior<Mesh> {
  102386. private static _virtualScene;
  102387. private _ownerNode;
  102388. private _sceneRenderObserver;
  102389. private _scene;
  102390. private _targetPosition;
  102391. private _virtualOriginMesh;
  102392. private _virtualDragMesh;
  102393. private _pointerObserver;
  102394. private _moving;
  102395. private _startingOrientation;
  102396. /**
  102397. * 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)
  102398. */
  102399. private zDragFactor;
  102400. /**
  102401. * If the object should rotate to face the drag origin
  102402. */
  102403. rotateDraggedObject: boolean;
  102404. /**
  102405. * If the behavior is currently in a dragging state
  102406. */
  102407. dragging: boolean;
  102408. /**
  102409. * 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)
  102410. */
  102411. dragDeltaRatio: number;
  102412. /**
  102413. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102414. */
  102415. currentDraggingPointerID: number;
  102416. /**
  102417. * If camera controls should be detached during the drag
  102418. */
  102419. detachCameraControls: boolean;
  102420. /**
  102421. * Fires each time a drag starts
  102422. */
  102423. onDragStartObservable: Observable<{}>;
  102424. /**
  102425. * Fires each time a drag ends (eg. mouse release after drag)
  102426. */
  102427. onDragEndObservable: Observable<{}>;
  102428. /**
  102429. * 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
  102430. */
  102431. constructor();
  102432. /**
  102433. * The name of the behavior
  102434. */
  102435. readonly name: string;
  102436. /**
  102437. * Initializes the behavior
  102438. */
  102439. init(): void;
  102440. /**
  102441. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  102442. */
  102443. private readonly _pointerCamera;
  102444. /**
  102445. * Attaches the scale behavior the passed in mesh
  102446. * @param ownerNode The mesh that will be scaled around once attached
  102447. */
  102448. attach(ownerNode: Mesh): void;
  102449. /**
  102450. * Detaches the behavior from the mesh
  102451. */
  102452. detach(): void;
  102453. }
  102454. }
  102455. declare module BABYLON {
  102456. /**
  102457. * Class used to apply inverse kinematics to bones
  102458. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  102459. */
  102460. export class BoneIKController {
  102461. private static _tmpVecs;
  102462. private static _tmpQuat;
  102463. private static _tmpMats;
  102464. /**
  102465. * Gets or sets the target mesh
  102466. */
  102467. targetMesh: AbstractMesh;
  102468. /** Gets or sets the mesh used as pole */
  102469. poleTargetMesh: AbstractMesh;
  102470. /**
  102471. * Gets or sets the bone used as pole
  102472. */
  102473. poleTargetBone: Nullable<Bone>;
  102474. /**
  102475. * Gets or sets the target position
  102476. */
  102477. targetPosition: Vector3;
  102478. /**
  102479. * Gets or sets the pole target position
  102480. */
  102481. poleTargetPosition: Vector3;
  102482. /**
  102483. * Gets or sets the pole target local offset
  102484. */
  102485. poleTargetLocalOffset: Vector3;
  102486. /**
  102487. * Gets or sets the pole angle
  102488. */
  102489. poleAngle: number;
  102490. /**
  102491. * Gets or sets the mesh associated with the controller
  102492. */
  102493. mesh: AbstractMesh;
  102494. /**
  102495. * 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)
  102496. */
  102497. slerpAmount: number;
  102498. private _bone1Quat;
  102499. private _bone1Mat;
  102500. private _bone2Ang;
  102501. private _bone1;
  102502. private _bone2;
  102503. private _bone1Length;
  102504. private _bone2Length;
  102505. private _maxAngle;
  102506. private _maxReach;
  102507. private _rightHandedSystem;
  102508. private _bendAxis;
  102509. private _slerping;
  102510. private _adjustRoll;
  102511. /**
  102512. * Gets or sets maximum allowed angle
  102513. */
  102514. maxAngle: number;
  102515. /**
  102516. * Creates a new BoneIKController
  102517. * @param mesh defines the mesh to control
  102518. * @param bone defines the bone to control
  102519. * @param options defines options to set up the controller
  102520. */
  102521. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  102522. targetMesh?: AbstractMesh;
  102523. poleTargetMesh?: AbstractMesh;
  102524. poleTargetBone?: Bone;
  102525. poleTargetLocalOffset?: Vector3;
  102526. poleAngle?: number;
  102527. bendAxis?: Vector3;
  102528. maxAngle?: number;
  102529. slerpAmount?: number;
  102530. });
  102531. private _setMaxAngle;
  102532. /**
  102533. * Force the controller to update the bones
  102534. */
  102535. update(): void;
  102536. }
  102537. }
  102538. declare module BABYLON {
  102539. /**
  102540. * Class used to make a bone look toward a point in space
  102541. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  102542. */
  102543. export class BoneLookController {
  102544. private static _tmpVecs;
  102545. private static _tmpQuat;
  102546. private static _tmpMats;
  102547. /**
  102548. * The target Vector3 that the bone will look at
  102549. */
  102550. target: Vector3;
  102551. /**
  102552. * The mesh that the bone is attached to
  102553. */
  102554. mesh: AbstractMesh;
  102555. /**
  102556. * The bone that will be looking to the target
  102557. */
  102558. bone: Bone;
  102559. /**
  102560. * The up axis of the coordinate system that is used when the bone is rotated
  102561. */
  102562. upAxis: Vector3;
  102563. /**
  102564. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  102565. */
  102566. upAxisSpace: Space;
  102567. /**
  102568. * Used to make an adjustment to the yaw of the bone
  102569. */
  102570. adjustYaw: number;
  102571. /**
  102572. * Used to make an adjustment to the pitch of the bone
  102573. */
  102574. adjustPitch: number;
  102575. /**
  102576. * Used to make an adjustment to the roll of the bone
  102577. */
  102578. adjustRoll: number;
  102579. /**
  102580. * 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)
  102581. */
  102582. slerpAmount: number;
  102583. private _minYaw;
  102584. private _maxYaw;
  102585. private _minPitch;
  102586. private _maxPitch;
  102587. private _minYawSin;
  102588. private _minYawCos;
  102589. private _maxYawSin;
  102590. private _maxYawCos;
  102591. private _midYawConstraint;
  102592. private _minPitchTan;
  102593. private _maxPitchTan;
  102594. private _boneQuat;
  102595. private _slerping;
  102596. private _transformYawPitch;
  102597. private _transformYawPitchInv;
  102598. private _firstFrameSkipped;
  102599. private _yawRange;
  102600. private _fowardAxis;
  102601. /**
  102602. * Gets or sets the minimum yaw angle that the bone can look to
  102603. */
  102604. minYaw: number;
  102605. /**
  102606. * Gets or sets the maximum yaw angle that the bone can look to
  102607. */
  102608. maxYaw: number;
  102609. /**
  102610. * Gets or sets the minimum pitch angle that the bone can look to
  102611. */
  102612. minPitch: number;
  102613. /**
  102614. * Gets or sets the maximum pitch angle that the bone can look to
  102615. */
  102616. maxPitch: number;
  102617. /**
  102618. * Create a BoneLookController
  102619. * @param mesh the mesh that the bone belongs to
  102620. * @param bone the bone that will be looking to the target
  102621. * @param target the target Vector3 to look at
  102622. * @param options optional settings:
  102623. * * maxYaw: the maximum angle the bone will yaw to
  102624. * * minYaw: the minimum angle the bone will yaw to
  102625. * * maxPitch: the maximum angle the bone will pitch to
  102626. * * minPitch: the minimum angle the bone will yaw to
  102627. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  102628. * * upAxis: the up axis of the coordinate system
  102629. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  102630. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  102631. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  102632. * * adjustYaw: used to make an adjustment to the yaw of the bone
  102633. * * adjustPitch: used to make an adjustment to the pitch of the bone
  102634. * * adjustRoll: used to make an adjustment to the roll of the bone
  102635. **/
  102636. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  102637. maxYaw?: number;
  102638. minYaw?: number;
  102639. maxPitch?: number;
  102640. minPitch?: number;
  102641. slerpAmount?: number;
  102642. upAxis?: Vector3;
  102643. upAxisSpace?: Space;
  102644. yawAxis?: Vector3;
  102645. pitchAxis?: Vector3;
  102646. adjustYaw?: number;
  102647. adjustPitch?: number;
  102648. adjustRoll?: number;
  102649. });
  102650. /**
  102651. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  102652. */
  102653. update(): void;
  102654. private _getAngleDiff;
  102655. private _getAngleBetween;
  102656. private _isAngleBetween;
  102657. }
  102658. }
  102659. declare module BABYLON {
  102660. /**
  102661. * Manage the gamepad inputs to control an arc rotate camera.
  102662. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102663. */
  102664. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  102665. /**
  102666. * Defines the camera the input is attached to.
  102667. */
  102668. camera: ArcRotateCamera;
  102669. /**
  102670. * Defines the gamepad the input is gathering event from.
  102671. */
  102672. gamepad: Nullable<Gamepad>;
  102673. /**
  102674. * Defines the gamepad rotation sensiblity.
  102675. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102676. */
  102677. gamepadRotationSensibility: number;
  102678. /**
  102679. * Defines the gamepad move sensiblity.
  102680. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102681. */
  102682. gamepadMoveSensibility: number;
  102683. private _onGamepadConnectedObserver;
  102684. private _onGamepadDisconnectedObserver;
  102685. /**
  102686. * Attach the input controls to a specific dom element to get the input from.
  102687. * @param element Defines the element the controls should be listened from
  102688. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102689. */
  102690. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102691. /**
  102692. * Detach the current controls from the specified dom element.
  102693. * @param element Defines the element to stop listening the inputs from
  102694. */
  102695. detachControl(element: Nullable<HTMLElement>): void;
  102696. /**
  102697. * Update the current camera state depending on the inputs that have been used this frame.
  102698. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102699. */
  102700. checkInputs(): void;
  102701. /**
  102702. * Gets the class name of the current intput.
  102703. * @returns the class name
  102704. */
  102705. getClassName(): string;
  102706. /**
  102707. * Get the friendly name associated with the input class.
  102708. * @returns the input friendly name
  102709. */
  102710. getSimpleName(): string;
  102711. }
  102712. }
  102713. declare module BABYLON {
  102714. interface ArcRotateCameraInputsManager {
  102715. /**
  102716. * Add orientation input support to the input manager.
  102717. * @returns the current input manager
  102718. */
  102719. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  102720. }
  102721. /**
  102722. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  102723. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102724. */
  102725. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  102726. /**
  102727. * Defines the camera the input is attached to.
  102728. */
  102729. camera: ArcRotateCamera;
  102730. /**
  102731. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  102732. */
  102733. alphaCorrection: number;
  102734. /**
  102735. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  102736. */
  102737. gammaCorrection: number;
  102738. private _alpha;
  102739. private _gamma;
  102740. private _dirty;
  102741. private _deviceOrientationHandler;
  102742. /**
  102743. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  102744. */
  102745. constructor();
  102746. /**
  102747. * Attach the input controls to a specific dom element to get the input from.
  102748. * @param element Defines the element the controls should be listened from
  102749. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102750. */
  102751. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102752. /** @hidden */
  102753. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  102754. /**
  102755. * Update the current camera state depending on the inputs that have been used this frame.
  102756. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102757. */
  102758. checkInputs(): void;
  102759. /**
  102760. * Detach the current controls from the specified dom element.
  102761. * @param element Defines the element to stop listening the inputs from
  102762. */
  102763. detachControl(element: Nullable<HTMLElement>): void;
  102764. /**
  102765. * Gets the class name of the current intput.
  102766. * @returns the class name
  102767. */
  102768. getClassName(): string;
  102769. /**
  102770. * Get the friendly name associated with the input class.
  102771. * @returns the input friendly name
  102772. */
  102773. getSimpleName(): string;
  102774. }
  102775. }
  102776. declare module BABYLON {
  102777. /**
  102778. * Listen to mouse events to control the camera.
  102779. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102780. */
  102781. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  102782. /**
  102783. * Defines the camera the input is attached to.
  102784. */
  102785. camera: FlyCamera;
  102786. /**
  102787. * Defines if touch is enabled. (Default is true.)
  102788. */
  102789. touchEnabled: boolean;
  102790. /**
  102791. * Defines the buttons associated with the input to handle camera rotation.
  102792. */
  102793. buttons: number[];
  102794. /**
  102795. * Assign buttons for Yaw control.
  102796. */
  102797. buttonsYaw: number[];
  102798. /**
  102799. * Assign buttons for Pitch control.
  102800. */
  102801. buttonsPitch: number[];
  102802. /**
  102803. * Assign buttons for Roll control.
  102804. */
  102805. buttonsRoll: number[];
  102806. /**
  102807. * Detect if any button is being pressed while mouse is moved.
  102808. * -1 = Mouse locked.
  102809. * 0 = Left button.
  102810. * 1 = Middle Button.
  102811. * 2 = Right Button.
  102812. */
  102813. activeButton: number;
  102814. /**
  102815. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  102816. * Higher values reduce its sensitivity.
  102817. */
  102818. angularSensibility: number;
  102819. private _mousemoveCallback;
  102820. private _observer;
  102821. private _rollObserver;
  102822. private previousPosition;
  102823. private noPreventDefault;
  102824. private element;
  102825. /**
  102826. * Listen to mouse events to control the camera.
  102827. * @param touchEnabled Define if touch is enabled. (Default is true.)
  102828. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102829. */
  102830. constructor(touchEnabled?: boolean);
  102831. /**
  102832. * Attach the mouse control to the HTML DOM element.
  102833. * @param element Defines the element that listens to the input events.
  102834. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  102835. */
  102836. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102837. /**
  102838. * Detach the current controls from the specified dom element.
  102839. * @param element Defines the element to stop listening the inputs from
  102840. */
  102841. detachControl(element: Nullable<HTMLElement>): void;
  102842. /**
  102843. * Gets the class name of the current input.
  102844. * @returns the class name.
  102845. */
  102846. getClassName(): string;
  102847. /**
  102848. * Get the friendly name associated with the input class.
  102849. * @returns the input's friendly name.
  102850. */
  102851. getSimpleName(): string;
  102852. private _pointerInput;
  102853. private _onMouseMove;
  102854. /**
  102855. * Rotate camera by mouse offset.
  102856. */
  102857. private rotateCamera;
  102858. }
  102859. }
  102860. declare module BABYLON {
  102861. /**
  102862. * Default Inputs manager for the FlyCamera.
  102863. * It groups all the default supported inputs for ease of use.
  102864. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102865. */
  102866. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  102867. /**
  102868. * Instantiates a new FlyCameraInputsManager.
  102869. * @param camera Defines the camera the inputs belong to.
  102870. */
  102871. constructor(camera: FlyCamera);
  102872. /**
  102873. * Add keyboard input support to the input manager.
  102874. * @returns the new FlyCameraKeyboardMoveInput().
  102875. */
  102876. addKeyboard(): FlyCameraInputsManager;
  102877. /**
  102878. * Add mouse input support to the input manager.
  102879. * @param touchEnabled Enable touch screen support.
  102880. * @returns the new FlyCameraMouseInput().
  102881. */
  102882. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  102883. }
  102884. }
  102885. declare module BABYLON {
  102886. /**
  102887. * This is a flying camera, designed for 3D movement and rotation in all directions,
  102888. * such as in a 3D Space Shooter or a Flight Simulator.
  102889. */
  102890. export class FlyCamera extends TargetCamera {
  102891. /**
  102892. * Define the collision ellipsoid of the camera.
  102893. * This is helpful for simulating a camera body, like a player's body.
  102894. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  102895. */
  102896. ellipsoid: Vector3;
  102897. /**
  102898. * Define an offset for the position of the ellipsoid around the camera.
  102899. * This can be helpful if the camera is attached away from the player's body center,
  102900. * such as at its head.
  102901. */
  102902. ellipsoidOffset: Vector3;
  102903. /**
  102904. * Enable or disable collisions of the camera with the rest of the scene objects.
  102905. */
  102906. checkCollisions: boolean;
  102907. /**
  102908. * Enable or disable gravity on the camera.
  102909. */
  102910. applyGravity: boolean;
  102911. /**
  102912. * Define the current direction the camera is moving to.
  102913. */
  102914. cameraDirection: Vector3;
  102915. /**
  102916. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  102917. * This overrides and empties cameraRotation.
  102918. */
  102919. rotationQuaternion: Quaternion;
  102920. /**
  102921. * Track Roll to maintain the wanted Rolling when looking around.
  102922. */
  102923. _trackRoll: number;
  102924. /**
  102925. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  102926. */
  102927. rollCorrect: number;
  102928. /**
  102929. * Mimic a banked turn, Rolling the camera when Yawing.
  102930. * It's recommended to use rollCorrect = 10 for faster banking correction.
  102931. */
  102932. bankedTurn: boolean;
  102933. /**
  102934. * Limit in radians for how much Roll banking will add. (Default: 90°)
  102935. */
  102936. bankedTurnLimit: number;
  102937. /**
  102938. * Value of 0 disables the banked Roll.
  102939. * Value of 1 is equal to the Yaw angle in radians.
  102940. */
  102941. bankedTurnMultiplier: number;
  102942. /**
  102943. * The inputs manager loads all the input sources, such as keyboard and mouse.
  102944. */
  102945. inputs: FlyCameraInputsManager;
  102946. /**
  102947. * Gets the input sensibility for mouse input.
  102948. * Higher values reduce sensitivity.
  102949. */
  102950. /**
  102951. * Sets the input sensibility for a mouse input.
  102952. * Higher values reduce sensitivity.
  102953. */
  102954. angularSensibility: number;
  102955. /**
  102956. * Get the keys for camera movement forward.
  102957. */
  102958. /**
  102959. * Set the keys for camera movement forward.
  102960. */
  102961. keysForward: number[];
  102962. /**
  102963. * Get the keys for camera movement backward.
  102964. */
  102965. keysBackward: number[];
  102966. /**
  102967. * Get the keys for camera movement up.
  102968. */
  102969. /**
  102970. * Set the keys for camera movement up.
  102971. */
  102972. keysUp: number[];
  102973. /**
  102974. * Get the keys for camera movement down.
  102975. */
  102976. /**
  102977. * Set the keys for camera movement down.
  102978. */
  102979. keysDown: number[];
  102980. /**
  102981. * Get the keys for camera movement left.
  102982. */
  102983. /**
  102984. * Set the keys for camera movement left.
  102985. */
  102986. keysLeft: number[];
  102987. /**
  102988. * Set the keys for camera movement right.
  102989. */
  102990. /**
  102991. * Set the keys for camera movement right.
  102992. */
  102993. keysRight: number[];
  102994. /**
  102995. * Event raised when the camera collides with a mesh in the scene.
  102996. */
  102997. onCollide: (collidedMesh: AbstractMesh) => void;
  102998. private _collider;
  102999. private _needMoveForGravity;
  103000. private _oldPosition;
  103001. private _diffPosition;
  103002. private _newPosition;
  103003. /** @hidden */
  103004. _localDirection: Vector3;
  103005. /** @hidden */
  103006. _transformedDirection: Vector3;
  103007. /**
  103008. * Instantiates a FlyCamera.
  103009. * This is a flying camera, designed for 3D movement and rotation in all directions,
  103010. * such as in a 3D Space Shooter or a Flight Simulator.
  103011. * @param name Define the name of the camera in the scene.
  103012. * @param position Define the starting position of the camera in the scene.
  103013. * @param scene Define the scene the camera belongs to.
  103014. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  103015. */
  103016. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  103017. /**
  103018. * Attach a control to the HTML DOM element.
  103019. * @param element Defines the element that listens to the input events.
  103020. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  103021. */
  103022. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103023. /**
  103024. * Detach a control from the HTML DOM element.
  103025. * The camera will stop reacting to that input.
  103026. * @param element Defines the element that listens to the input events.
  103027. */
  103028. detachControl(element: HTMLElement): void;
  103029. private _collisionMask;
  103030. /**
  103031. * Get the mask that the camera ignores in collision events.
  103032. */
  103033. /**
  103034. * Set the mask that the camera ignores in collision events.
  103035. */
  103036. collisionMask: number;
  103037. /** @hidden */
  103038. _collideWithWorld(displacement: Vector3): void;
  103039. /** @hidden */
  103040. private _onCollisionPositionChange;
  103041. /** @hidden */
  103042. _checkInputs(): void;
  103043. /** @hidden */
  103044. _decideIfNeedsToMove(): boolean;
  103045. /** @hidden */
  103046. _updatePosition(): void;
  103047. /**
  103048. * Restore the Roll to its target value at the rate specified.
  103049. * @param rate - Higher means slower restoring.
  103050. * @hidden
  103051. */
  103052. restoreRoll(rate: number): void;
  103053. /**
  103054. * Destroy the camera and release the current resources held by it.
  103055. */
  103056. dispose(): void;
  103057. /**
  103058. * Get the current object class name.
  103059. * @returns the class name.
  103060. */
  103061. getClassName(): string;
  103062. }
  103063. }
  103064. declare module BABYLON {
  103065. /**
  103066. * Listen to keyboard events to control the camera.
  103067. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103068. */
  103069. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  103070. /**
  103071. * Defines the camera the input is attached to.
  103072. */
  103073. camera: FlyCamera;
  103074. /**
  103075. * The list of keyboard keys used to control the forward move of the camera.
  103076. */
  103077. keysForward: number[];
  103078. /**
  103079. * The list of keyboard keys used to control the backward move of the camera.
  103080. */
  103081. keysBackward: number[];
  103082. /**
  103083. * The list of keyboard keys used to control the forward move of the camera.
  103084. */
  103085. keysUp: number[];
  103086. /**
  103087. * The list of keyboard keys used to control the backward move of the camera.
  103088. */
  103089. keysDown: number[];
  103090. /**
  103091. * The list of keyboard keys used to control the right strafe move of the camera.
  103092. */
  103093. keysRight: number[];
  103094. /**
  103095. * The list of keyboard keys used to control the left strafe move of the camera.
  103096. */
  103097. keysLeft: number[];
  103098. private _keys;
  103099. private _onCanvasBlurObserver;
  103100. private _onKeyboardObserver;
  103101. private _engine;
  103102. private _scene;
  103103. /**
  103104. * Attach the input controls to a specific dom element to get the input from.
  103105. * @param element Defines the element the controls should be listened from
  103106. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103107. */
  103108. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103109. /**
  103110. * Detach the current controls from the specified dom element.
  103111. * @param element Defines the element to stop listening the inputs from
  103112. */
  103113. detachControl(element: Nullable<HTMLElement>): void;
  103114. /**
  103115. * Gets the class name of the current intput.
  103116. * @returns the class name
  103117. */
  103118. getClassName(): string;
  103119. /** @hidden */
  103120. _onLostFocus(e: FocusEvent): void;
  103121. /**
  103122. * Get the friendly name associated with the input class.
  103123. * @returns the input friendly name
  103124. */
  103125. getSimpleName(): string;
  103126. /**
  103127. * Update the current camera state depending on the inputs that have been used this frame.
  103128. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103129. */
  103130. checkInputs(): void;
  103131. }
  103132. }
  103133. declare module BABYLON {
  103134. /**
  103135. * Manage the mouse wheel inputs to control a follow camera.
  103136. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103137. */
  103138. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  103139. /**
  103140. * Defines the camera the input is attached to.
  103141. */
  103142. camera: FollowCamera;
  103143. /**
  103144. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  103145. */
  103146. axisControlRadius: boolean;
  103147. /**
  103148. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  103149. */
  103150. axisControlHeight: boolean;
  103151. /**
  103152. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  103153. */
  103154. axisControlRotation: boolean;
  103155. /**
  103156. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  103157. * relation to mouseWheel events.
  103158. */
  103159. wheelPrecision: number;
  103160. /**
  103161. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  103162. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  103163. */
  103164. wheelDeltaPercentage: number;
  103165. private _wheel;
  103166. private _observer;
  103167. /**
  103168. * Attach the input controls to a specific dom element to get the input from.
  103169. * @param element Defines the element the controls should be listened from
  103170. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103171. */
  103172. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103173. /**
  103174. * Detach the current controls from the specified dom element.
  103175. * @param element Defines the element to stop listening the inputs from
  103176. */
  103177. detachControl(element: Nullable<HTMLElement>): void;
  103178. /**
  103179. * Gets the class name of the current intput.
  103180. * @returns the class name
  103181. */
  103182. getClassName(): string;
  103183. /**
  103184. * Get the friendly name associated with the input class.
  103185. * @returns the input friendly name
  103186. */
  103187. getSimpleName(): string;
  103188. }
  103189. }
  103190. declare module BABYLON {
  103191. /**
  103192. * Manage the pointers inputs to control an follow camera.
  103193. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103194. */
  103195. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  103196. /**
  103197. * Defines the camera the input is attached to.
  103198. */
  103199. camera: FollowCamera;
  103200. /**
  103201. * Gets the class name of the current input.
  103202. * @returns the class name
  103203. */
  103204. getClassName(): string;
  103205. /**
  103206. * Defines the pointer angular sensibility along the X axis or how fast is
  103207. * the camera rotating.
  103208. * A negative number will reverse the axis direction.
  103209. */
  103210. angularSensibilityX: number;
  103211. /**
  103212. * Defines the pointer angular sensibility along the Y axis or how fast is
  103213. * the camera rotating.
  103214. * A negative number will reverse the axis direction.
  103215. */
  103216. angularSensibilityY: number;
  103217. /**
  103218. * Defines the pointer pinch precision or how fast is the camera zooming.
  103219. * A negative number will reverse the axis direction.
  103220. */
  103221. pinchPrecision: number;
  103222. /**
  103223. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  103224. * from 0.
  103225. * It defines the percentage of current camera.radius to use as delta when
  103226. * pinch zoom is used.
  103227. */
  103228. pinchDeltaPercentage: number;
  103229. /**
  103230. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  103231. */
  103232. axisXControlRadius: boolean;
  103233. /**
  103234. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  103235. */
  103236. axisXControlHeight: boolean;
  103237. /**
  103238. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  103239. */
  103240. axisXControlRotation: boolean;
  103241. /**
  103242. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  103243. */
  103244. axisYControlRadius: boolean;
  103245. /**
  103246. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  103247. */
  103248. axisYControlHeight: boolean;
  103249. /**
  103250. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  103251. */
  103252. axisYControlRotation: boolean;
  103253. /**
  103254. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  103255. */
  103256. axisPinchControlRadius: boolean;
  103257. /**
  103258. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  103259. */
  103260. axisPinchControlHeight: boolean;
  103261. /**
  103262. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  103263. */
  103264. axisPinchControlRotation: boolean;
  103265. /**
  103266. * Log error messages if basic misconfiguration has occurred.
  103267. */
  103268. warningEnable: boolean;
  103269. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  103270. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  103271. private _warningCounter;
  103272. private _warning;
  103273. }
  103274. }
  103275. declare module BABYLON {
  103276. /**
  103277. * Default Inputs manager for the FollowCamera.
  103278. * It groups all the default supported inputs for ease of use.
  103279. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103280. */
  103281. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  103282. /**
  103283. * Instantiates a new FollowCameraInputsManager.
  103284. * @param camera Defines the camera the inputs belong to
  103285. */
  103286. constructor(camera: FollowCamera);
  103287. /**
  103288. * Add keyboard input support to the input manager.
  103289. * @returns the current input manager
  103290. */
  103291. addKeyboard(): FollowCameraInputsManager;
  103292. /**
  103293. * Add mouse wheel input support to the input manager.
  103294. * @returns the current input manager
  103295. */
  103296. addMouseWheel(): FollowCameraInputsManager;
  103297. /**
  103298. * Add pointers input support to the input manager.
  103299. * @returns the current input manager
  103300. */
  103301. addPointers(): FollowCameraInputsManager;
  103302. /**
  103303. * Add orientation input support to the input manager.
  103304. * @returns the current input manager
  103305. */
  103306. addVRDeviceOrientation(): FollowCameraInputsManager;
  103307. }
  103308. }
  103309. declare module BABYLON {
  103310. /**
  103311. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  103312. * an arc rotate version arcFollowCamera are available.
  103313. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103314. */
  103315. export class FollowCamera extends TargetCamera {
  103316. /**
  103317. * Distance the follow camera should follow an object at
  103318. */
  103319. radius: number;
  103320. /**
  103321. * Minimum allowed distance of the camera to the axis of rotation
  103322. * (The camera can not get closer).
  103323. * This can help limiting how the Camera is able to move in the scene.
  103324. */
  103325. lowerRadiusLimit: Nullable<number>;
  103326. /**
  103327. * Maximum allowed distance of the camera to the axis of rotation
  103328. * (The camera can not get further).
  103329. * This can help limiting how the Camera is able to move in the scene.
  103330. */
  103331. upperRadiusLimit: Nullable<number>;
  103332. /**
  103333. * Define a rotation offset between the camera and the object it follows
  103334. */
  103335. rotationOffset: number;
  103336. /**
  103337. * Minimum allowed angle to camera position relative to target object.
  103338. * This can help limiting how the Camera is able to move in the scene.
  103339. */
  103340. lowerRotationOffsetLimit: Nullable<number>;
  103341. /**
  103342. * Maximum allowed angle to camera position relative to target object.
  103343. * This can help limiting how the Camera is able to move in the scene.
  103344. */
  103345. upperRotationOffsetLimit: Nullable<number>;
  103346. /**
  103347. * Define a height offset between the camera and the object it follows.
  103348. * It can help following an object from the top (like a car chaing a plane)
  103349. */
  103350. heightOffset: number;
  103351. /**
  103352. * Minimum allowed height of camera position relative to target object.
  103353. * This can help limiting how the Camera is able to move in the scene.
  103354. */
  103355. lowerHeightOffsetLimit: Nullable<number>;
  103356. /**
  103357. * Maximum allowed height of camera position relative to target object.
  103358. * This can help limiting how the Camera is able to move in the scene.
  103359. */
  103360. upperHeightOffsetLimit: Nullable<number>;
  103361. /**
  103362. * Define how fast the camera can accelerate to follow it s target.
  103363. */
  103364. cameraAcceleration: number;
  103365. /**
  103366. * Define the speed limit of the camera following an object.
  103367. */
  103368. maxCameraSpeed: number;
  103369. /**
  103370. * Define the target of the camera.
  103371. */
  103372. lockedTarget: Nullable<AbstractMesh>;
  103373. /**
  103374. * Defines the input associated with the camera.
  103375. */
  103376. inputs: FollowCameraInputsManager;
  103377. /**
  103378. * Instantiates the follow camera.
  103379. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103380. * @param name Define the name of the camera in the scene
  103381. * @param position Define the position of the camera
  103382. * @param scene Define the scene the camera belong to
  103383. * @param lockedTarget Define the target of the camera
  103384. */
  103385. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  103386. private _follow;
  103387. /**
  103388. * Attached controls to the current camera.
  103389. * @param element Defines the element the controls should be listened from
  103390. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103391. */
  103392. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103393. /**
  103394. * Detach the current controls from the camera.
  103395. * The camera will stop reacting to inputs.
  103396. * @param element Defines the element to stop listening the inputs from
  103397. */
  103398. detachControl(element: HTMLElement): void;
  103399. /** @hidden */
  103400. _checkInputs(): void;
  103401. private _checkLimits;
  103402. /**
  103403. * Gets the camera class name.
  103404. * @returns the class name
  103405. */
  103406. getClassName(): string;
  103407. }
  103408. /**
  103409. * Arc Rotate version of the follow camera.
  103410. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  103411. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103412. */
  103413. export class ArcFollowCamera extends TargetCamera {
  103414. /** The longitudinal angle of the camera */
  103415. alpha: number;
  103416. /** The latitudinal angle of the camera */
  103417. beta: number;
  103418. /** The radius of the camera from its target */
  103419. radius: number;
  103420. /** Define the camera target (the messh it should follow) */
  103421. target: Nullable<AbstractMesh>;
  103422. private _cartesianCoordinates;
  103423. /**
  103424. * Instantiates a new ArcFollowCamera
  103425. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103426. * @param name Define the name of the camera
  103427. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  103428. * @param beta Define the rotation angle of the camera around the elevation axis
  103429. * @param radius Define the radius of the camera from its target point
  103430. * @param target Define the target of the camera
  103431. * @param scene Define the scene the camera belongs to
  103432. */
  103433. constructor(name: string,
  103434. /** The longitudinal angle of the camera */
  103435. alpha: number,
  103436. /** The latitudinal angle of the camera */
  103437. beta: number,
  103438. /** The radius of the camera from its target */
  103439. radius: number,
  103440. /** Define the camera target (the messh it should follow) */
  103441. target: Nullable<AbstractMesh>, scene: Scene);
  103442. private _follow;
  103443. /** @hidden */
  103444. _checkInputs(): void;
  103445. /**
  103446. * Returns the class name of the object.
  103447. * It is mostly used internally for serialization purposes.
  103448. */
  103449. getClassName(): string;
  103450. }
  103451. }
  103452. declare module BABYLON {
  103453. /**
  103454. * Manage the keyboard inputs to control the movement of a follow camera.
  103455. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103456. */
  103457. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  103458. /**
  103459. * Defines the camera the input is attached to.
  103460. */
  103461. camera: FollowCamera;
  103462. /**
  103463. * Defines the list of key codes associated with the up action (increase heightOffset)
  103464. */
  103465. keysHeightOffsetIncr: number[];
  103466. /**
  103467. * Defines the list of key codes associated with the down action (decrease heightOffset)
  103468. */
  103469. keysHeightOffsetDecr: number[];
  103470. /**
  103471. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  103472. */
  103473. keysHeightOffsetModifierAlt: boolean;
  103474. /**
  103475. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  103476. */
  103477. keysHeightOffsetModifierCtrl: boolean;
  103478. /**
  103479. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  103480. */
  103481. keysHeightOffsetModifierShift: boolean;
  103482. /**
  103483. * Defines the list of key codes associated with the left action (increase rotationOffset)
  103484. */
  103485. keysRotationOffsetIncr: number[];
  103486. /**
  103487. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  103488. */
  103489. keysRotationOffsetDecr: number[];
  103490. /**
  103491. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  103492. */
  103493. keysRotationOffsetModifierAlt: boolean;
  103494. /**
  103495. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  103496. */
  103497. keysRotationOffsetModifierCtrl: boolean;
  103498. /**
  103499. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  103500. */
  103501. keysRotationOffsetModifierShift: boolean;
  103502. /**
  103503. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  103504. */
  103505. keysRadiusIncr: number[];
  103506. /**
  103507. * Defines the list of key codes associated with the zoom-out action (increase radius)
  103508. */
  103509. keysRadiusDecr: number[];
  103510. /**
  103511. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  103512. */
  103513. keysRadiusModifierAlt: boolean;
  103514. /**
  103515. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  103516. */
  103517. keysRadiusModifierCtrl: boolean;
  103518. /**
  103519. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  103520. */
  103521. keysRadiusModifierShift: boolean;
  103522. /**
  103523. * Defines the rate of change of heightOffset.
  103524. */
  103525. heightSensibility: number;
  103526. /**
  103527. * Defines the rate of change of rotationOffset.
  103528. */
  103529. rotationSensibility: number;
  103530. /**
  103531. * Defines the rate of change of radius.
  103532. */
  103533. radiusSensibility: number;
  103534. private _keys;
  103535. private _ctrlPressed;
  103536. private _altPressed;
  103537. private _shiftPressed;
  103538. private _onCanvasBlurObserver;
  103539. private _onKeyboardObserver;
  103540. private _engine;
  103541. private _scene;
  103542. /**
  103543. * Attach the input controls to a specific dom element to get the input from.
  103544. * @param element Defines the element the controls should be listened from
  103545. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103546. */
  103547. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103548. /**
  103549. * Detach the current controls from the specified dom element.
  103550. * @param element Defines the element to stop listening the inputs from
  103551. */
  103552. detachControl(element: Nullable<HTMLElement>): void;
  103553. /**
  103554. * Update the current camera state depending on the inputs that have been used this frame.
  103555. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103556. */
  103557. checkInputs(): void;
  103558. /**
  103559. * Gets the class name of the current input.
  103560. * @returns the class name
  103561. */
  103562. getClassName(): string;
  103563. /**
  103564. * Get the friendly name associated with the input class.
  103565. * @returns the input friendly name
  103566. */
  103567. getSimpleName(): string;
  103568. /**
  103569. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103570. * allow modification of the heightOffset value.
  103571. */
  103572. private _modifierHeightOffset;
  103573. /**
  103574. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103575. * allow modification of the rotationOffset value.
  103576. */
  103577. private _modifierRotationOffset;
  103578. /**
  103579. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103580. * allow modification of the radius value.
  103581. */
  103582. private _modifierRadius;
  103583. }
  103584. }
  103585. declare module BABYLON {
  103586. interface FreeCameraInputsManager {
  103587. /**
  103588. * @hidden
  103589. */
  103590. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  103591. /**
  103592. * Add orientation input support to the input manager.
  103593. * @returns the current input manager
  103594. */
  103595. addDeviceOrientation(): FreeCameraInputsManager;
  103596. }
  103597. /**
  103598. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  103599. * Screen rotation is taken into account.
  103600. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103601. */
  103602. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  103603. private _camera;
  103604. private _screenOrientationAngle;
  103605. private _constantTranform;
  103606. private _screenQuaternion;
  103607. private _alpha;
  103608. private _beta;
  103609. private _gamma;
  103610. /**
  103611. * Can be used to detect if a device orientation sensor is availible on a device
  103612. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  103613. * @returns a promise that will resolve on orientation change
  103614. */
  103615. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  103616. /**
  103617. * @hidden
  103618. */
  103619. _onDeviceOrientationChangedObservable: Observable<void>;
  103620. /**
  103621. * Instantiates a new input
  103622. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103623. */
  103624. constructor();
  103625. /**
  103626. * Define the camera controlled by the input.
  103627. */
  103628. camera: FreeCamera;
  103629. /**
  103630. * Attach the input controls to a specific dom element to get the input from.
  103631. * @param element Defines the element the controls should be listened from
  103632. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103633. */
  103634. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103635. private _orientationChanged;
  103636. private _deviceOrientation;
  103637. /**
  103638. * Detach the current controls from the specified dom element.
  103639. * @param element Defines the element to stop listening the inputs from
  103640. */
  103641. detachControl(element: Nullable<HTMLElement>): void;
  103642. /**
  103643. * Update the current camera state depending on the inputs that have been used this frame.
  103644. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103645. */
  103646. checkInputs(): void;
  103647. /**
  103648. * Gets the class name of the current intput.
  103649. * @returns the class name
  103650. */
  103651. getClassName(): string;
  103652. /**
  103653. * Get the friendly name associated with the input class.
  103654. * @returns the input friendly name
  103655. */
  103656. getSimpleName(): string;
  103657. }
  103658. }
  103659. declare module BABYLON {
  103660. /**
  103661. * Manage the gamepad inputs to control a free camera.
  103662. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103663. */
  103664. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  103665. /**
  103666. * Define the camera the input is attached to.
  103667. */
  103668. camera: FreeCamera;
  103669. /**
  103670. * Define the Gamepad controlling the input
  103671. */
  103672. gamepad: Nullable<Gamepad>;
  103673. /**
  103674. * Defines the gamepad rotation sensiblity.
  103675. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  103676. */
  103677. gamepadAngularSensibility: number;
  103678. /**
  103679. * Defines the gamepad move sensiblity.
  103680. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  103681. */
  103682. gamepadMoveSensibility: number;
  103683. private _onGamepadConnectedObserver;
  103684. private _onGamepadDisconnectedObserver;
  103685. private _cameraTransform;
  103686. private _deltaTransform;
  103687. private _vector3;
  103688. private _vector2;
  103689. /**
  103690. * Attach the input controls to a specific dom element to get the input from.
  103691. * @param element Defines the element the controls should be listened from
  103692. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103693. */
  103694. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103695. /**
  103696. * Detach the current controls from the specified dom element.
  103697. * @param element Defines the element to stop listening the inputs from
  103698. */
  103699. detachControl(element: Nullable<HTMLElement>): void;
  103700. /**
  103701. * Update the current camera state depending on the inputs that have been used this frame.
  103702. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103703. */
  103704. checkInputs(): void;
  103705. /**
  103706. * Gets the class name of the current intput.
  103707. * @returns the class name
  103708. */
  103709. getClassName(): string;
  103710. /**
  103711. * Get the friendly name associated with the input class.
  103712. * @returns the input friendly name
  103713. */
  103714. getSimpleName(): string;
  103715. }
  103716. }
  103717. declare module BABYLON {
  103718. /**
  103719. * Defines the potential axis of a Joystick
  103720. */
  103721. export enum JoystickAxis {
  103722. /** X axis */
  103723. X = 0,
  103724. /** Y axis */
  103725. Y = 1,
  103726. /** Z axis */
  103727. Z = 2
  103728. }
  103729. /**
  103730. * Class used to define virtual joystick (used in touch mode)
  103731. */
  103732. export class VirtualJoystick {
  103733. /**
  103734. * Gets or sets a boolean indicating that left and right values must be inverted
  103735. */
  103736. reverseLeftRight: boolean;
  103737. /**
  103738. * Gets or sets a boolean indicating that up and down values must be inverted
  103739. */
  103740. reverseUpDown: boolean;
  103741. /**
  103742. * Gets the offset value for the position (ie. the change of the position value)
  103743. */
  103744. deltaPosition: Vector3;
  103745. /**
  103746. * Gets a boolean indicating if the virtual joystick was pressed
  103747. */
  103748. pressed: boolean;
  103749. /**
  103750. * Canvas the virtual joystick will render onto, default z-index of this is 5
  103751. */
  103752. static Canvas: Nullable<HTMLCanvasElement>;
  103753. private static _globalJoystickIndex;
  103754. private static vjCanvasContext;
  103755. private static vjCanvasWidth;
  103756. private static vjCanvasHeight;
  103757. private static halfWidth;
  103758. private _action;
  103759. private _axisTargetedByLeftAndRight;
  103760. private _axisTargetedByUpAndDown;
  103761. private _joystickSensibility;
  103762. private _inversedSensibility;
  103763. private _joystickPointerID;
  103764. private _joystickColor;
  103765. private _joystickPointerPos;
  103766. private _joystickPreviousPointerPos;
  103767. private _joystickPointerStartPos;
  103768. private _deltaJoystickVector;
  103769. private _leftJoystick;
  103770. private _touches;
  103771. private _onPointerDownHandlerRef;
  103772. private _onPointerMoveHandlerRef;
  103773. private _onPointerUpHandlerRef;
  103774. private _onResize;
  103775. /**
  103776. * Creates a new virtual joystick
  103777. * @param leftJoystick defines that the joystick is for left hand (false by default)
  103778. */
  103779. constructor(leftJoystick?: boolean);
  103780. /**
  103781. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  103782. * @param newJoystickSensibility defines the new sensibility
  103783. */
  103784. setJoystickSensibility(newJoystickSensibility: number): void;
  103785. private _onPointerDown;
  103786. private _onPointerMove;
  103787. private _onPointerUp;
  103788. /**
  103789. * Change the color of the virtual joystick
  103790. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  103791. */
  103792. setJoystickColor(newColor: string): void;
  103793. /**
  103794. * Defines a callback to call when the joystick is touched
  103795. * @param action defines the callback
  103796. */
  103797. setActionOnTouch(action: () => any): void;
  103798. /**
  103799. * Defines which axis you'd like to control for left & right
  103800. * @param axis defines the axis to use
  103801. */
  103802. setAxisForLeftRight(axis: JoystickAxis): void;
  103803. /**
  103804. * Defines which axis you'd like to control for up & down
  103805. * @param axis defines the axis to use
  103806. */
  103807. setAxisForUpDown(axis: JoystickAxis): void;
  103808. private _drawVirtualJoystick;
  103809. /**
  103810. * Release internal HTML canvas
  103811. */
  103812. releaseCanvas(): void;
  103813. }
  103814. }
  103815. declare module BABYLON {
  103816. interface FreeCameraInputsManager {
  103817. /**
  103818. * Add virtual joystick input support to the input manager.
  103819. * @returns the current input manager
  103820. */
  103821. addVirtualJoystick(): FreeCameraInputsManager;
  103822. }
  103823. /**
  103824. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  103825. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103826. */
  103827. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  103828. /**
  103829. * Defines the camera the input is attached to.
  103830. */
  103831. camera: FreeCamera;
  103832. private _leftjoystick;
  103833. private _rightjoystick;
  103834. /**
  103835. * Gets the left stick of the virtual joystick.
  103836. * @returns The virtual Joystick
  103837. */
  103838. getLeftJoystick(): VirtualJoystick;
  103839. /**
  103840. * Gets the right stick of the virtual joystick.
  103841. * @returns The virtual Joystick
  103842. */
  103843. getRightJoystick(): VirtualJoystick;
  103844. /**
  103845. * Update the current camera state depending on the inputs that have been used this frame.
  103846. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103847. */
  103848. checkInputs(): void;
  103849. /**
  103850. * Attach the input controls to a specific dom element to get the input from.
  103851. * @param element Defines the element the controls should be listened from
  103852. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103853. */
  103854. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103855. /**
  103856. * Detach the current controls from the specified dom element.
  103857. * @param element Defines the element to stop listening the inputs from
  103858. */
  103859. detachControl(element: Nullable<HTMLElement>): void;
  103860. /**
  103861. * Gets the class name of the current intput.
  103862. * @returns the class name
  103863. */
  103864. getClassName(): string;
  103865. /**
  103866. * Get the friendly name associated with the input class.
  103867. * @returns the input friendly name
  103868. */
  103869. getSimpleName(): string;
  103870. }
  103871. }
  103872. declare module BABYLON {
  103873. /**
  103874. * This represents a FPS type of camera controlled by touch.
  103875. * This is like a universal camera minus the Gamepad controls.
  103876. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103877. */
  103878. export class TouchCamera extends FreeCamera {
  103879. /**
  103880. * Defines the touch sensibility for rotation.
  103881. * The higher the faster.
  103882. */
  103883. touchAngularSensibility: number;
  103884. /**
  103885. * Defines the touch sensibility for move.
  103886. * The higher the faster.
  103887. */
  103888. touchMoveSensibility: number;
  103889. /**
  103890. * Instantiates a new touch camera.
  103891. * This represents a FPS type of camera controlled by touch.
  103892. * This is like a universal camera minus the Gamepad controls.
  103893. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103894. * @param name Define the name of the camera in the scene
  103895. * @param position Define the start position of the camera in the scene
  103896. * @param scene Define the scene the camera belongs to
  103897. */
  103898. constructor(name: string, position: Vector3, scene: Scene);
  103899. /**
  103900. * Gets the current object class name.
  103901. * @return the class name
  103902. */
  103903. getClassName(): string;
  103904. /** @hidden */
  103905. _setupInputs(): void;
  103906. }
  103907. }
  103908. declare module BABYLON {
  103909. /**
  103910. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  103911. * being tilted forward or back and left or right.
  103912. */
  103913. export class DeviceOrientationCamera extends FreeCamera {
  103914. private _initialQuaternion;
  103915. private _quaternionCache;
  103916. private _tmpDragQuaternion;
  103917. private _disablePointerInputWhenUsingDeviceOrientation;
  103918. /**
  103919. * Creates a new device orientation camera
  103920. * @param name The name of the camera
  103921. * @param position The start position camera
  103922. * @param scene The scene the camera belongs to
  103923. */
  103924. constructor(name: string, position: Vector3, scene: Scene);
  103925. /**
  103926. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  103927. */
  103928. disablePointerInputWhenUsingDeviceOrientation: boolean;
  103929. private _dragFactor;
  103930. /**
  103931. * Enabled turning on the y axis when the orientation sensor is active
  103932. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  103933. */
  103934. enableHorizontalDragging(dragFactor?: number): void;
  103935. /**
  103936. * Gets the current instance class name ("DeviceOrientationCamera").
  103937. * This helps avoiding instanceof at run time.
  103938. * @returns the class name
  103939. */
  103940. getClassName(): string;
  103941. /**
  103942. * @hidden
  103943. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  103944. */
  103945. _checkInputs(): void;
  103946. /**
  103947. * Reset the camera to its default orientation on the specified axis only.
  103948. * @param axis The axis to reset
  103949. */
  103950. resetToCurrentRotation(axis?: Axis): void;
  103951. }
  103952. }
  103953. declare module BABYLON {
  103954. /**
  103955. * Defines supported buttons for XBox360 compatible gamepads
  103956. */
  103957. export enum Xbox360Button {
  103958. /** A */
  103959. A = 0,
  103960. /** B */
  103961. B = 1,
  103962. /** X */
  103963. X = 2,
  103964. /** Y */
  103965. Y = 3,
  103966. /** Start */
  103967. Start = 4,
  103968. /** Back */
  103969. Back = 5,
  103970. /** Left button */
  103971. LB = 6,
  103972. /** Right button */
  103973. RB = 7,
  103974. /** Left stick */
  103975. LeftStick = 8,
  103976. /** Right stick */
  103977. RightStick = 9
  103978. }
  103979. /** Defines values for XBox360 DPad */
  103980. export enum Xbox360Dpad {
  103981. /** Up */
  103982. Up = 0,
  103983. /** Down */
  103984. Down = 1,
  103985. /** Left */
  103986. Left = 2,
  103987. /** Right */
  103988. Right = 3
  103989. }
  103990. /**
  103991. * Defines a XBox360 gamepad
  103992. */
  103993. export class Xbox360Pad extends Gamepad {
  103994. private _leftTrigger;
  103995. private _rightTrigger;
  103996. private _onlefttriggerchanged;
  103997. private _onrighttriggerchanged;
  103998. private _onbuttondown;
  103999. private _onbuttonup;
  104000. private _ondpaddown;
  104001. private _ondpadup;
  104002. /** Observable raised when a button is pressed */
  104003. onButtonDownObservable: Observable<Xbox360Button>;
  104004. /** Observable raised when a button is released */
  104005. onButtonUpObservable: Observable<Xbox360Button>;
  104006. /** Observable raised when a pad is pressed */
  104007. onPadDownObservable: Observable<Xbox360Dpad>;
  104008. /** Observable raised when a pad is released */
  104009. onPadUpObservable: Observable<Xbox360Dpad>;
  104010. private _buttonA;
  104011. private _buttonB;
  104012. private _buttonX;
  104013. private _buttonY;
  104014. private _buttonBack;
  104015. private _buttonStart;
  104016. private _buttonLB;
  104017. private _buttonRB;
  104018. private _buttonLeftStick;
  104019. private _buttonRightStick;
  104020. private _dPadUp;
  104021. private _dPadDown;
  104022. private _dPadLeft;
  104023. private _dPadRight;
  104024. private _isXboxOnePad;
  104025. /**
  104026. * Creates a new XBox360 gamepad object
  104027. * @param id defines the id of this gamepad
  104028. * @param index defines its index
  104029. * @param gamepad defines the internal HTML gamepad object
  104030. * @param xboxOne defines if it is a XBox One gamepad
  104031. */
  104032. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  104033. /**
  104034. * Defines the callback to call when left trigger is pressed
  104035. * @param callback defines the callback to use
  104036. */
  104037. onlefttriggerchanged(callback: (value: number) => void): void;
  104038. /**
  104039. * Defines the callback to call when right trigger is pressed
  104040. * @param callback defines the callback to use
  104041. */
  104042. onrighttriggerchanged(callback: (value: number) => void): void;
  104043. /**
  104044. * Gets the left trigger value
  104045. */
  104046. /**
  104047. * Sets the left trigger value
  104048. */
  104049. leftTrigger: number;
  104050. /**
  104051. * Gets the right trigger value
  104052. */
  104053. /**
  104054. * Sets the right trigger value
  104055. */
  104056. rightTrigger: number;
  104057. /**
  104058. * Defines the callback to call when a button is pressed
  104059. * @param callback defines the callback to use
  104060. */
  104061. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  104062. /**
  104063. * Defines the callback to call when a button is released
  104064. * @param callback defines the callback to use
  104065. */
  104066. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  104067. /**
  104068. * Defines the callback to call when a pad is pressed
  104069. * @param callback defines the callback to use
  104070. */
  104071. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  104072. /**
  104073. * Defines the callback to call when a pad is released
  104074. * @param callback defines the callback to use
  104075. */
  104076. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  104077. private _setButtonValue;
  104078. private _setDPadValue;
  104079. /**
  104080. * Gets the value of the `A` button
  104081. */
  104082. /**
  104083. * Sets the value of the `A` button
  104084. */
  104085. buttonA: number;
  104086. /**
  104087. * Gets the value of the `B` button
  104088. */
  104089. /**
  104090. * Sets the value of the `B` button
  104091. */
  104092. buttonB: number;
  104093. /**
  104094. * Gets the value of the `X` button
  104095. */
  104096. /**
  104097. * Sets the value of the `X` button
  104098. */
  104099. buttonX: number;
  104100. /**
  104101. * Gets the value of the `Y` button
  104102. */
  104103. /**
  104104. * Sets the value of the `Y` button
  104105. */
  104106. buttonY: number;
  104107. /**
  104108. * Gets the value of the `Start` button
  104109. */
  104110. /**
  104111. * Sets the value of the `Start` button
  104112. */
  104113. buttonStart: number;
  104114. /**
  104115. * Gets the value of the `Back` button
  104116. */
  104117. /**
  104118. * Sets the value of the `Back` button
  104119. */
  104120. buttonBack: number;
  104121. /**
  104122. * Gets the value of the `Left` button
  104123. */
  104124. /**
  104125. * Sets the value of the `Left` button
  104126. */
  104127. buttonLB: number;
  104128. /**
  104129. * Gets the value of the `Right` button
  104130. */
  104131. /**
  104132. * Sets the value of the `Right` button
  104133. */
  104134. buttonRB: number;
  104135. /**
  104136. * Gets the value of the Left joystick
  104137. */
  104138. /**
  104139. * Sets the value of the Left joystick
  104140. */
  104141. buttonLeftStick: number;
  104142. /**
  104143. * Gets the value of the Right joystick
  104144. */
  104145. /**
  104146. * Sets the value of the Right joystick
  104147. */
  104148. buttonRightStick: number;
  104149. /**
  104150. * Gets the value of D-pad up
  104151. */
  104152. /**
  104153. * Sets the value of D-pad up
  104154. */
  104155. dPadUp: number;
  104156. /**
  104157. * Gets the value of D-pad down
  104158. */
  104159. /**
  104160. * Sets the value of D-pad down
  104161. */
  104162. dPadDown: number;
  104163. /**
  104164. * Gets the value of D-pad left
  104165. */
  104166. /**
  104167. * Sets the value of D-pad left
  104168. */
  104169. dPadLeft: number;
  104170. /**
  104171. * Gets the value of D-pad right
  104172. */
  104173. /**
  104174. * Sets the value of D-pad right
  104175. */
  104176. dPadRight: number;
  104177. /**
  104178. * Force the gamepad to synchronize with device values
  104179. */
  104180. update(): void;
  104181. /**
  104182. * Disposes the gamepad
  104183. */
  104184. dispose(): void;
  104185. }
  104186. }
  104187. declare module BABYLON {
  104188. /**
  104189. * Defines supported buttons for DualShock compatible gamepads
  104190. */
  104191. export enum DualShockButton {
  104192. /** Cross */
  104193. Cross = 0,
  104194. /** Circle */
  104195. Circle = 1,
  104196. /** Square */
  104197. Square = 2,
  104198. /** Triangle */
  104199. Triangle = 3,
  104200. /** Options */
  104201. Options = 4,
  104202. /** Share */
  104203. Share = 5,
  104204. /** L1 */
  104205. L1 = 6,
  104206. /** R1 */
  104207. R1 = 7,
  104208. /** Left stick */
  104209. LeftStick = 8,
  104210. /** Right stick */
  104211. RightStick = 9
  104212. }
  104213. /** Defines values for DualShock DPad */
  104214. export enum DualShockDpad {
  104215. /** Up */
  104216. Up = 0,
  104217. /** Down */
  104218. Down = 1,
  104219. /** Left */
  104220. Left = 2,
  104221. /** Right */
  104222. Right = 3
  104223. }
  104224. /**
  104225. * Defines a DualShock gamepad
  104226. */
  104227. export class DualShockPad extends Gamepad {
  104228. private _leftTrigger;
  104229. private _rightTrigger;
  104230. private _onlefttriggerchanged;
  104231. private _onrighttriggerchanged;
  104232. private _onbuttondown;
  104233. private _onbuttonup;
  104234. private _ondpaddown;
  104235. private _ondpadup;
  104236. /** Observable raised when a button is pressed */
  104237. onButtonDownObservable: Observable<DualShockButton>;
  104238. /** Observable raised when a button is released */
  104239. onButtonUpObservable: Observable<DualShockButton>;
  104240. /** Observable raised when a pad is pressed */
  104241. onPadDownObservable: Observable<DualShockDpad>;
  104242. /** Observable raised when a pad is released */
  104243. onPadUpObservable: Observable<DualShockDpad>;
  104244. private _buttonCross;
  104245. private _buttonCircle;
  104246. private _buttonSquare;
  104247. private _buttonTriangle;
  104248. private _buttonShare;
  104249. private _buttonOptions;
  104250. private _buttonL1;
  104251. private _buttonR1;
  104252. private _buttonLeftStick;
  104253. private _buttonRightStick;
  104254. private _dPadUp;
  104255. private _dPadDown;
  104256. private _dPadLeft;
  104257. private _dPadRight;
  104258. /**
  104259. * Creates a new DualShock gamepad object
  104260. * @param id defines the id of this gamepad
  104261. * @param index defines its index
  104262. * @param gamepad defines the internal HTML gamepad object
  104263. */
  104264. constructor(id: string, index: number, gamepad: any);
  104265. /**
  104266. * Defines the callback to call when left trigger is pressed
  104267. * @param callback defines the callback to use
  104268. */
  104269. onlefttriggerchanged(callback: (value: number) => void): void;
  104270. /**
  104271. * Defines the callback to call when right trigger is pressed
  104272. * @param callback defines the callback to use
  104273. */
  104274. onrighttriggerchanged(callback: (value: number) => void): void;
  104275. /**
  104276. * Gets the left trigger value
  104277. */
  104278. /**
  104279. * Sets the left trigger value
  104280. */
  104281. leftTrigger: number;
  104282. /**
  104283. * Gets the right trigger value
  104284. */
  104285. /**
  104286. * Sets the right trigger value
  104287. */
  104288. rightTrigger: number;
  104289. /**
  104290. * Defines the callback to call when a button is pressed
  104291. * @param callback defines the callback to use
  104292. */
  104293. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  104294. /**
  104295. * Defines the callback to call when a button is released
  104296. * @param callback defines the callback to use
  104297. */
  104298. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  104299. /**
  104300. * Defines the callback to call when a pad is pressed
  104301. * @param callback defines the callback to use
  104302. */
  104303. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  104304. /**
  104305. * Defines the callback to call when a pad is released
  104306. * @param callback defines the callback to use
  104307. */
  104308. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  104309. private _setButtonValue;
  104310. private _setDPadValue;
  104311. /**
  104312. * Gets the value of the `Cross` button
  104313. */
  104314. /**
  104315. * Sets the value of the `Cross` button
  104316. */
  104317. buttonCross: number;
  104318. /**
  104319. * Gets the value of the `Circle` button
  104320. */
  104321. /**
  104322. * Sets the value of the `Circle` button
  104323. */
  104324. buttonCircle: number;
  104325. /**
  104326. * Gets the value of the `Square` button
  104327. */
  104328. /**
  104329. * Sets the value of the `Square` button
  104330. */
  104331. buttonSquare: number;
  104332. /**
  104333. * Gets the value of the `Triangle` button
  104334. */
  104335. /**
  104336. * Sets the value of the `Triangle` button
  104337. */
  104338. buttonTriangle: number;
  104339. /**
  104340. * Gets the value of the `Options` button
  104341. */
  104342. /**
  104343. * Sets the value of the `Options` button
  104344. */
  104345. buttonOptions: number;
  104346. /**
  104347. * Gets the value of the `Share` button
  104348. */
  104349. /**
  104350. * Sets the value of the `Share` button
  104351. */
  104352. buttonShare: number;
  104353. /**
  104354. * Gets the value of the `L1` button
  104355. */
  104356. /**
  104357. * Sets the value of the `L1` button
  104358. */
  104359. buttonL1: number;
  104360. /**
  104361. * Gets the value of the `R1` button
  104362. */
  104363. /**
  104364. * Sets the value of the `R1` button
  104365. */
  104366. buttonR1: number;
  104367. /**
  104368. * Gets the value of the Left joystick
  104369. */
  104370. /**
  104371. * Sets the value of the Left joystick
  104372. */
  104373. buttonLeftStick: number;
  104374. /**
  104375. * Gets the value of the Right joystick
  104376. */
  104377. /**
  104378. * Sets the value of the Right joystick
  104379. */
  104380. buttonRightStick: number;
  104381. /**
  104382. * Gets the value of D-pad up
  104383. */
  104384. /**
  104385. * Sets the value of D-pad up
  104386. */
  104387. dPadUp: number;
  104388. /**
  104389. * Gets the value of D-pad down
  104390. */
  104391. /**
  104392. * Sets the value of D-pad down
  104393. */
  104394. dPadDown: number;
  104395. /**
  104396. * Gets the value of D-pad left
  104397. */
  104398. /**
  104399. * Sets the value of D-pad left
  104400. */
  104401. dPadLeft: number;
  104402. /**
  104403. * Gets the value of D-pad right
  104404. */
  104405. /**
  104406. * Sets the value of D-pad right
  104407. */
  104408. dPadRight: number;
  104409. /**
  104410. * Force the gamepad to synchronize with device values
  104411. */
  104412. update(): void;
  104413. /**
  104414. * Disposes the gamepad
  104415. */
  104416. dispose(): void;
  104417. }
  104418. }
  104419. declare module BABYLON {
  104420. /**
  104421. * Manager for handling gamepads
  104422. */
  104423. export class GamepadManager {
  104424. private _scene?;
  104425. private _babylonGamepads;
  104426. private _oneGamepadConnected;
  104427. /** @hidden */
  104428. _isMonitoring: boolean;
  104429. private _gamepadEventSupported;
  104430. private _gamepadSupport;
  104431. /**
  104432. * observable to be triggered when the gamepad controller has been connected
  104433. */
  104434. onGamepadConnectedObservable: Observable<Gamepad>;
  104435. /**
  104436. * observable to be triggered when the gamepad controller has been disconnected
  104437. */
  104438. onGamepadDisconnectedObservable: Observable<Gamepad>;
  104439. private _onGamepadConnectedEvent;
  104440. private _onGamepadDisconnectedEvent;
  104441. /**
  104442. * Initializes the gamepad manager
  104443. * @param _scene BabylonJS scene
  104444. */
  104445. constructor(_scene?: Scene | undefined);
  104446. /**
  104447. * The gamepads in the game pad manager
  104448. */
  104449. readonly gamepads: Gamepad[];
  104450. /**
  104451. * Get the gamepad controllers based on type
  104452. * @param type The type of gamepad controller
  104453. * @returns Nullable gamepad
  104454. */
  104455. getGamepadByType(type?: number): Nullable<Gamepad>;
  104456. /**
  104457. * Disposes the gamepad manager
  104458. */
  104459. dispose(): void;
  104460. private _addNewGamepad;
  104461. private _startMonitoringGamepads;
  104462. private _stopMonitoringGamepads;
  104463. /** @hidden */
  104464. _checkGamepadsStatus(): void;
  104465. private _updateGamepadObjects;
  104466. }
  104467. }
  104468. declare module BABYLON {
  104469. interface Scene {
  104470. /** @hidden */
  104471. _gamepadManager: Nullable<GamepadManager>;
  104472. /**
  104473. * Gets the gamepad manager associated with the scene
  104474. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  104475. */
  104476. gamepadManager: GamepadManager;
  104477. }
  104478. /**
  104479. * Interface representing a free camera inputs manager
  104480. */
  104481. interface FreeCameraInputsManager {
  104482. /**
  104483. * Adds gamepad input support to the FreeCameraInputsManager.
  104484. * @returns the FreeCameraInputsManager
  104485. */
  104486. addGamepad(): FreeCameraInputsManager;
  104487. }
  104488. /**
  104489. * Interface representing an arc rotate camera inputs manager
  104490. */
  104491. interface ArcRotateCameraInputsManager {
  104492. /**
  104493. * Adds gamepad input support to the ArcRotateCamera InputManager.
  104494. * @returns the camera inputs manager
  104495. */
  104496. addGamepad(): ArcRotateCameraInputsManager;
  104497. }
  104498. /**
  104499. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  104500. */
  104501. export class GamepadSystemSceneComponent implements ISceneComponent {
  104502. /**
  104503. * The component name helpfull to identify the component in the list of scene components.
  104504. */
  104505. readonly name: string;
  104506. /**
  104507. * The scene the component belongs to.
  104508. */
  104509. scene: Scene;
  104510. /**
  104511. * Creates a new instance of the component for the given scene
  104512. * @param scene Defines the scene to register the component in
  104513. */
  104514. constructor(scene: Scene);
  104515. /**
  104516. * Registers the component in a given scene
  104517. */
  104518. register(): void;
  104519. /**
  104520. * Rebuilds the elements related to this component in case of
  104521. * context lost for instance.
  104522. */
  104523. rebuild(): void;
  104524. /**
  104525. * Disposes the component and the associated ressources
  104526. */
  104527. dispose(): void;
  104528. private _beforeCameraUpdate;
  104529. }
  104530. }
  104531. declare module BABYLON {
  104532. /**
  104533. * 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,
  104534. * which still works and will still be found in many Playgrounds.
  104535. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104536. */
  104537. export class UniversalCamera extends TouchCamera {
  104538. /**
  104539. * Defines the gamepad rotation sensiblity.
  104540. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  104541. */
  104542. gamepadAngularSensibility: number;
  104543. /**
  104544. * Defines the gamepad move sensiblity.
  104545. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  104546. */
  104547. gamepadMoveSensibility: number;
  104548. /**
  104549. * 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,
  104550. * which still works and will still be found in many Playgrounds.
  104551. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104552. * @param name Define the name of the camera in the scene
  104553. * @param position Define the start position of the camera in the scene
  104554. * @param scene Define the scene the camera belongs to
  104555. */
  104556. constructor(name: string, position: Vector3, scene: Scene);
  104557. /**
  104558. * Gets the current object class name.
  104559. * @return the class name
  104560. */
  104561. getClassName(): string;
  104562. }
  104563. }
  104564. declare module BABYLON {
  104565. /**
  104566. * This represents a FPS type of camera. This is only here for back compat purpose.
  104567. * Please use the UniversalCamera instead as both are identical.
  104568. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104569. */
  104570. export class GamepadCamera extends UniversalCamera {
  104571. /**
  104572. * Instantiates a new Gamepad Camera
  104573. * This represents a FPS type of camera. This is only here for back compat purpose.
  104574. * Please use the UniversalCamera instead as both are identical.
  104575. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104576. * @param name Define the name of the camera in the scene
  104577. * @param position Define the start position of the camera in the scene
  104578. * @param scene Define the scene the camera belongs to
  104579. */
  104580. constructor(name: string, position: Vector3, scene: Scene);
  104581. /**
  104582. * Gets the current object class name.
  104583. * @return the class name
  104584. */
  104585. getClassName(): string;
  104586. }
  104587. }
  104588. declare module BABYLON {
  104589. /** @hidden */
  104590. export var passPixelShader: {
  104591. name: string;
  104592. shader: string;
  104593. };
  104594. }
  104595. declare module BABYLON {
  104596. /** @hidden */
  104597. export var passCubePixelShader: {
  104598. name: string;
  104599. shader: string;
  104600. };
  104601. }
  104602. declare module BABYLON {
  104603. /**
  104604. * PassPostProcess which produces an output the same as it's input
  104605. */
  104606. export class PassPostProcess extends PostProcess {
  104607. /**
  104608. * Creates the PassPostProcess
  104609. * @param name The name of the effect.
  104610. * @param options The required width/height ratio to downsize to before computing the render pass.
  104611. * @param camera The camera to apply the render pass to.
  104612. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104613. * @param engine The engine which the post process will be applied. (default: current engine)
  104614. * @param reusable If the post process can be reused on the same frame. (default: false)
  104615. * @param textureType The type of texture to be used when performing the post processing.
  104616. * @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)
  104617. */
  104618. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  104619. }
  104620. /**
  104621. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  104622. */
  104623. export class PassCubePostProcess extends PostProcess {
  104624. private _face;
  104625. /**
  104626. * Gets or sets the cube face to display.
  104627. * * 0 is +X
  104628. * * 1 is -X
  104629. * * 2 is +Y
  104630. * * 3 is -Y
  104631. * * 4 is +Z
  104632. * * 5 is -Z
  104633. */
  104634. face: number;
  104635. /**
  104636. * Creates the PassCubePostProcess
  104637. * @param name The name of the effect.
  104638. * @param options The required width/height ratio to downsize to before computing the render pass.
  104639. * @param camera The camera to apply the render pass to.
  104640. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104641. * @param engine The engine which the post process will be applied. (default: current engine)
  104642. * @param reusable If the post process can be reused on the same frame. (default: false)
  104643. * @param textureType The type of texture to be used when performing the post processing.
  104644. * @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)
  104645. */
  104646. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  104647. }
  104648. }
  104649. declare module BABYLON {
  104650. /** @hidden */
  104651. export var anaglyphPixelShader: {
  104652. name: string;
  104653. shader: string;
  104654. };
  104655. }
  104656. declare module BABYLON {
  104657. /**
  104658. * Postprocess used to generate anaglyphic rendering
  104659. */
  104660. export class AnaglyphPostProcess extends PostProcess {
  104661. private _passedProcess;
  104662. /**
  104663. * Creates a new AnaglyphPostProcess
  104664. * @param name defines postprocess name
  104665. * @param options defines creation options or target ratio scale
  104666. * @param rigCameras defines cameras using this postprocess
  104667. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104668. * @param engine defines hosting engine
  104669. * @param reusable defines if the postprocess will be reused multiple times per frame
  104670. */
  104671. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  104672. }
  104673. }
  104674. declare module BABYLON {
  104675. /**
  104676. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  104677. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104678. */
  104679. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  104680. /**
  104681. * Creates a new AnaglyphArcRotateCamera
  104682. * @param name defines camera name
  104683. * @param alpha defines alpha angle (in radians)
  104684. * @param beta defines beta angle (in radians)
  104685. * @param radius defines radius
  104686. * @param target defines camera target
  104687. * @param interaxialDistance defines distance between each color axis
  104688. * @param scene defines the hosting scene
  104689. */
  104690. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  104691. /**
  104692. * Gets camera class name
  104693. * @returns AnaglyphArcRotateCamera
  104694. */
  104695. getClassName(): string;
  104696. }
  104697. }
  104698. declare module BABYLON {
  104699. /**
  104700. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104701. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104702. */
  104703. export class AnaglyphFreeCamera extends FreeCamera {
  104704. /**
  104705. * Creates a new AnaglyphFreeCamera
  104706. * @param name defines camera name
  104707. * @param position defines initial position
  104708. * @param interaxialDistance defines distance between each color axis
  104709. * @param scene defines the hosting scene
  104710. */
  104711. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104712. /**
  104713. * Gets camera class name
  104714. * @returns AnaglyphFreeCamera
  104715. */
  104716. getClassName(): string;
  104717. }
  104718. }
  104719. declare module BABYLON {
  104720. /**
  104721. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  104722. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104723. */
  104724. export class AnaglyphGamepadCamera extends GamepadCamera {
  104725. /**
  104726. * Creates a new AnaglyphGamepadCamera
  104727. * @param name defines camera name
  104728. * @param position defines initial position
  104729. * @param interaxialDistance defines distance between each color axis
  104730. * @param scene defines the hosting scene
  104731. */
  104732. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104733. /**
  104734. * Gets camera class name
  104735. * @returns AnaglyphGamepadCamera
  104736. */
  104737. getClassName(): string;
  104738. }
  104739. }
  104740. declare module BABYLON {
  104741. /**
  104742. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104743. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104744. */
  104745. export class AnaglyphUniversalCamera extends UniversalCamera {
  104746. /**
  104747. * Creates a new AnaglyphUniversalCamera
  104748. * @param name defines camera name
  104749. * @param position defines initial position
  104750. * @param interaxialDistance defines distance between each color axis
  104751. * @param scene defines the hosting scene
  104752. */
  104753. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104754. /**
  104755. * Gets camera class name
  104756. * @returns AnaglyphUniversalCamera
  104757. */
  104758. getClassName(): string;
  104759. }
  104760. }
  104761. declare module BABYLON {
  104762. /** @hidden */
  104763. export var stereoscopicInterlacePixelShader: {
  104764. name: string;
  104765. shader: string;
  104766. };
  104767. }
  104768. declare module BABYLON {
  104769. /**
  104770. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104771. */
  104772. export class StereoscopicInterlacePostProcess extends PostProcess {
  104773. private _stepSize;
  104774. private _passedProcess;
  104775. /**
  104776. * Initializes a StereoscopicInterlacePostProcess
  104777. * @param name The name of the effect.
  104778. * @param rigCameras The rig cameras to be appled to the post process
  104779. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104780. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104781. * @param engine The engine which the post process will be applied. (default: current engine)
  104782. * @param reusable If the post process can be reused on the same frame. (default: false)
  104783. */
  104784. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  104785. }
  104786. }
  104787. declare module BABYLON {
  104788. /**
  104789. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104790. * @see http://doc.babylonjs.com/features/cameras
  104791. */
  104792. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  104793. /**
  104794. * Creates a new StereoscopicArcRotateCamera
  104795. * @param name defines camera name
  104796. * @param alpha defines alpha angle (in radians)
  104797. * @param beta defines beta angle (in radians)
  104798. * @param radius defines radius
  104799. * @param target defines camera target
  104800. * @param interaxialDistance defines distance between each color axis
  104801. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104802. * @param scene defines the hosting scene
  104803. */
  104804. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104805. /**
  104806. * Gets camera class name
  104807. * @returns StereoscopicArcRotateCamera
  104808. */
  104809. getClassName(): string;
  104810. }
  104811. }
  104812. declare module BABYLON {
  104813. /**
  104814. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  104815. * @see http://doc.babylonjs.com/features/cameras
  104816. */
  104817. export class StereoscopicFreeCamera extends FreeCamera {
  104818. /**
  104819. * Creates a new StereoscopicFreeCamera
  104820. * @param name defines camera name
  104821. * @param position defines initial position
  104822. * @param interaxialDistance defines distance between each color axis
  104823. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104824. * @param scene defines the hosting scene
  104825. */
  104826. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104827. /**
  104828. * Gets camera class name
  104829. * @returns StereoscopicFreeCamera
  104830. */
  104831. getClassName(): string;
  104832. }
  104833. }
  104834. declare module BABYLON {
  104835. /**
  104836. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  104837. * @see http://doc.babylonjs.com/features/cameras
  104838. */
  104839. export class StereoscopicGamepadCamera extends GamepadCamera {
  104840. /**
  104841. * Creates a new StereoscopicGamepadCamera
  104842. * @param name defines camera name
  104843. * @param position defines initial position
  104844. * @param interaxialDistance defines distance between each color axis
  104845. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104846. * @param scene defines the hosting scene
  104847. */
  104848. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104849. /**
  104850. * Gets camera class name
  104851. * @returns StereoscopicGamepadCamera
  104852. */
  104853. getClassName(): string;
  104854. }
  104855. }
  104856. declare module BABYLON {
  104857. /**
  104858. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  104859. * @see http://doc.babylonjs.com/features/cameras
  104860. */
  104861. export class StereoscopicUniversalCamera extends UniversalCamera {
  104862. /**
  104863. * Creates a new StereoscopicUniversalCamera
  104864. * @param name defines camera name
  104865. * @param position defines initial position
  104866. * @param interaxialDistance defines distance between each color axis
  104867. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104868. * @param scene defines the hosting scene
  104869. */
  104870. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104871. /**
  104872. * Gets camera class name
  104873. * @returns StereoscopicUniversalCamera
  104874. */
  104875. getClassName(): string;
  104876. }
  104877. }
  104878. declare module BABYLON {
  104879. /**
  104880. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  104881. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  104882. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  104883. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  104884. */
  104885. export class VirtualJoysticksCamera extends FreeCamera {
  104886. /**
  104887. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  104888. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  104889. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  104890. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  104891. * @param name Define the name of the camera in the scene
  104892. * @param position Define the start position of the camera in the scene
  104893. * @param scene Define the scene the camera belongs to
  104894. */
  104895. constructor(name: string, position: Vector3, scene: Scene);
  104896. /**
  104897. * Gets the current object class name.
  104898. * @return the class name
  104899. */
  104900. getClassName(): string;
  104901. }
  104902. }
  104903. declare module BABYLON {
  104904. /**
  104905. * This represents all the required metrics to create a VR camera.
  104906. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  104907. */
  104908. export class VRCameraMetrics {
  104909. /**
  104910. * Define the horizontal resolution off the screen.
  104911. */
  104912. hResolution: number;
  104913. /**
  104914. * Define the vertical resolution off the screen.
  104915. */
  104916. vResolution: number;
  104917. /**
  104918. * Define the horizontal screen size.
  104919. */
  104920. hScreenSize: number;
  104921. /**
  104922. * Define the vertical screen size.
  104923. */
  104924. vScreenSize: number;
  104925. /**
  104926. * Define the vertical screen center position.
  104927. */
  104928. vScreenCenter: number;
  104929. /**
  104930. * Define the distance of the eyes to the screen.
  104931. */
  104932. eyeToScreenDistance: number;
  104933. /**
  104934. * Define the distance between both lenses
  104935. */
  104936. lensSeparationDistance: number;
  104937. /**
  104938. * Define the distance between both viewer's eyes.
  104939. */
  104940. interpupillaryDistance: number;
  104941. /**
  104942. * Define the distortion factor of the VR postprocess.
  104943. * Please, touch with care.
  104944. */
  104945. distortionK: number[];
  104946. /**
  104947. * Define the chromatic aberration correction factors for the VR post process.
  104948. */
  104949. chromaAbCorrection: number[];
  104950. /**
  104951. * Define the scale factor of the post process.
  104952. * The smaller the better but the slower.
  104953. */
  104954. postProcessScaleFactor: number;
  104955. /**
  104956. * Define an offset for the lens center.
  104957. */
  104958. lensCenterOffset: number;
  104959. /**
  104960. * Define if the current vr camera should compensate the distortion of the lense or not.
  104961. */
  104962. compensateDistortion: boolean;
  104963. /**
  104964. * Defines if multiview should be enabled when rendering (Default: false)
  104965. */
  104966. multiviewEnabled: boolean;
  104967. /**
  104968. * Gets the rendering aspect ratio based on the provided resolutions.
  104969. */
  104970. readonly aspectRatio: number;
  104971. /**
  104972. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  104973. */
  104974. readonly aspectRatioFov: number;
  104975. /**
  104976. * @hidden
  104977. */
  104978. readonly leftHMatrix: Matrix;
  104979. /**
  104980. * @hidden
  104981. */
  104982. readonly rightHMatrix: Matrix;
  104983. /**
  104984. * @hidden
  104985. */
  104986. readonly leftPreViewMatrix: Matrix;
  104987. /**
  104988. * @hidden
  104989. */
  104990. readonly rightPreViewMatrix: Matrix;
  104991. /**
  104992. * Get the default VRMetrics based on the most generic setup.
  104993. * @returns the default vr metrics
  104994. */
  104995. static GetDefault(): VRCameraMetrics;
  104996. }
  104997. }
  104998. declare module BABYLON {
  104999. /** @hidden */
  105000. export var vrDistortionCorrectionPixelShader: {
  105001. name: string;
  105002. shader: string;
  105003. };
  105004. }
  105005. declare module BABYLON {
  105006. /**
  105007. * VRDistortionCorrectionPostProcess used for mobile VR
  105008. */
  105009. export class VRDistortionCorrectionPostProcess extends PostProcess {
  105010. private _isRightEye;
  105011. private _distortionFactors;
  105012. private _postProcessScaleFactor;
  105013. private _lensCenterOffset;
  105014. private _scaleIn;
  105015. private _scaleFactor;
  105016. private _lensCenter;
  105017. /**
  105018. * Initializes the VRDistortionCorrectionPostProcess
  105019. * @param name The name of the effect.
  105020. * @param camera The camera to apply the render pass to.
  105021. * @param isRightEye If this is for the right eye distortion
  105022. * @param vrMetrics All the required metrics for the VR camera
  105023. */
  105024. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  105025. }
  105026. }
  105027. declare module BABYLON {
  105028. /**
  105029. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  105030. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105031. */
  105032. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  105033. /**
  105034. * Creates a new VRDeviceOrientationArcRotateCamera
  105035. * @param name defines camera name
  105036. * @param alpha defines the camera rotation along the logitudinal axis
  105037. * @param beta defines the camera rotation along the latitudinal axis
  105038. * @param radius defines the camera distance from its target
  105039. * @param target defines the camera target
  105040. * @param scene defines the scene the camera belongs to
  105041. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105042. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105043. */
  105044. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105045. /**
  105046. * Gets camera class name
  105047. * @returns VRDeviceOrientationArcRotateCamera
  105048. */
  105049. getClassName(): string;
  105050. }
  105051. }
  105052. declare module BABYLON {
  105053. /**
  105054. * Camera used to simulate VR rendering (based on FreeCamera)
  105055. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105056. */
  105057. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  105058. /**
  105059. * Creates a new VRDeviceOrientationFreeCamera
  105060. * @param name defines camera name
  105061. * @param position defines the start position of the camera
  105062. * @param scene defines the scene the camera belongs to
  105063. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105064. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105065. */
  105066. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105067. /**
  105068. * Gets camera class name
  105069. * @returns VRDeviceOrientationFreeCamera
  105070. */
  105071. getClassName(): string;
  105072. }
  105073. }
  105074. declare module BABYLON {
  105075. /**
  105076. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  105077. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105078. */
  105079. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  105080. /**
  105081. * Creates a new VRDeviceOrientationGamepadCamera
  105082. * @param name defines camera name
  105083. * @param position defines the start position of the camera
  105084. * @param scene defines the scene the camera belongs to
  105085. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105086. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105087. */
  105088. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105089. /**
  105090. * Gets camera class name
  105091. * @returns VRDeviceOrientationGamepadCamera
  105092. */
  105093. getClassName(): string;
  105094. }
  105095. }
  105096. declare module BABYLON {
  105097. /**
  105098. * Base class of materials working in push mode in babylon JS
  105099. * @hidden
  105100. */
  105101. export class PushMaterial extends Material {
  105102. protected _activeEffect: Effect;
  105103. protected _normalMatrix: Matrix;
  105104. /**
  105105. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  105106. * This means that the material can keep using a previous shader while a new one is being compiled.
  105107. * This is mostly used when shader parallel compilation is supported (true by default)
  105108. */
  105109. allowShaderHotSwapping: boolean;
  105110. constructor(name: string, scene: Scene);
  105111. getEffect(): Effect;
  105112. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  105113. /**
  105114. * Binds the given world matrix to the active effect
  105115. *
  105116. * @param world the matrix to bind
  105117. */
  105118. bindOnlyWorldMatrix(world: Matrix): void;
  105119. /**
  105120. * Binds the given normal matrix to the active effect
  105121. *
  105122. * @param normalMatrix the matrix to bind
  105123. */
  105124. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  105125. bind(world: Matrix, mesh?: Mesh): void;
  105126. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  105127. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  105128. }
  105129. }
  105130. declare module BABYLON {
  105131. /**
  105132. * This groups all the flags used to control the materials channel.
  105133. */
  105134. export class MaterialFlags {
  105135. private static _DiffuseTextureEnabled;
  105136. /**
  105137. * Are diffuse textures enabled in the application.
  105138. */
  105139. static DiffuseTextureEnabled: boolean;
  105140. private static _AmbientTextureEnabled;
  105141. /**
  105142. * Are ambient textures enabled in the application.
  105143. */
  105144. static AmbientTextureEnabled: boolean;
  105145. private static _OpacityTextureEnabled;
  105146. /**
  105147. * Are opacity textures enabled in the application.
  105148. */
  105149. static OpacityTextureEnabled: boolean;
  105150. private static _ReflectionTextureEnabled;
  105151. /**
  105152. * Are reflection textures enabled in the application.
  105153. */
  105154. static ReflectionTextureEnabled: boolean;
  105155. private static _EmissiveTextureEnabled;
  105156. /**
  105157. * Are emissive textures enabled in the application.
  105158. */
  105159. static EmissiveTextureEnabled: boolean;
  105160. private static _SpecularTextureEnabled;
  105161. /**
  105162. * Are specular textures enabled in the application.
  105163. */
  105164. static SpecularTextureEnabled: boolean;
  105165. private static _BumpTextureEnabled;
  105166. /**
  105167. * Are bump textures enabled in the application.
  105168. */
  105169. static BumpTextureEnabled: boolean;
  105170. private static _LightmapTextureEnabled;
  105171. /**
  105172. * Are lightmap textures enabled in the application.
  105173. */
  105174. static LightmapTextureEnabled: boolean;
  105175. private static _RefractionTextureEnabled;
  105176. /**
  105177. * Are refraction textures enabled in the application.
  105178. */
  105179. static RefractionTextureEnabled: boolean;
  105180. private static _ColorGradingTextureEnabled;
  105181. /**
  105182. * Are color grading textures enabled in the application.
  105183. */
  105184. static ColorGradingTextureEnabled: boolean;
  105185. private static _FresnelEnabled;
  105186. /**
  105187. * Are fresnels enabled in the application.
  105188. */
  105189. static FresnelEnabled: boolean;
  105190. private static _ClearCoatTextureEnabled;
  105191. /**
  105192. * Are clear coat textures enabled in the application.
  105193. */
  105194. static ClearCoatTextureEnabled: boolean;
  105195. private static _ClearCoatBumpTextureEnabled;
  105196. /**
  105197. * Are clear coat bump textures enabled in the application.
  105198. */
  105199. static ClearCoatBumpTextureEnabled: boolean;
  105200. private static _ClearCoatTintTextureEnabled;
  105201. /**
  105202. * Are clear coat tint textures enabled in the application.
  105203. */
  105204. static ClearCoatTintTextureEnabled: boolean;
  105205. private static _SheenTextureEnabled;
  105206. /**
  105207. * Are sheen textures enabled in the application.
  105208. */
  105209. static SheenTextureEnabled: boolean;
  105210. private static _AnisotropicTextureEnabled;
  105211. /**
  105212. * Are anisotropic textures enabled in the application.
  105213. */
  105214. static AnisotropicTextureEnabled: boolean;
  105215. private static _ThicknessTextureEnabled;
  105216. /**
  105217. * Are thickness textures enabled in the application.
  105218. */
  105219. static ThicknessTextureEnabled: boolean;
  105220. }
  105221. }
  105222. declare module BABYLON {
  105223. /** @hidden */
  105224. export var defaultFragmentDeclaration: {
  105225. name: string;
  105226. shader: string;
  105227. };
  105228. }
  105229. declare module BABYLON {
  105230. /** @hidden */
  105231. export var defaultUboDeclaration: {
  105232. name: string;
  105233. shader: string;
  105234. };
  105235. }
  105236. declare module BABYLON {
  105237. /** @hidden */
  105238. export var lightFragmentDeclaration: {
  105239. name: string;
  105240. shader: string;
  105241. };
  105242. }
  105243. declare module BABYLON {
  105244. /** @hidden */
  105245. export var lightUboDeclaration: {
  105246. name: string;
  105247. shader: string;
  105248. };
  105249. }
  105250. declare module BABYLON {
  105251. /** @hidden */
  105252. export var lightsFragmentFunctions: {
  105253. name: string;
  105254. shader: string;
  105255. };
  105256. }
  105257. declare module BABYLON {
  105258. /** @hidden */
  105259. export var shadowsFragmentFunctions: {
  105260. name: string;
  105261. shader: string;
  105262. };
  105263. }
  105264. declare module BABYLON {
  105265. /** @hidden */
  105266. export var fresnelFunction: {
  105267. name: string;
  105268. shader: string;
  105269. };
  105270. }
  105271. declare module BABYLON {
  105272. /** @hidden */
  105273. export var reflectionFunction: {
  105274. name: string;
  105275. shader: string;
  105276. };
  105277. }
  105278. declare module BABYLON {
  105279. /** @hidden */
  105280. export var bumpFragmentFunctions: {
  105281. name: string;
  105282. shader: string;
  105283. };
  105284. }
  105285. declare module BABYLON {
  105286. /** @hidden */
  105287. export var logDepthDeclaration: {
  105288. name: string;
  105289. shader: string;
  105290. };
  105291. }
  105292. declare module BABYLON {
  105293. /** @hidden */
  105294. export var bumpFragment: {
  105295. name: string;
  105296. shader: string;
  105297. };
  105298. }
  105299. declare module BABYLON {
  105300. /** @hidden */
  105301. export var depthPrePass: {
  105302. name: string;
  105303. shader: string;
  105304. };
  105305. }
  105306. declare module BABYLON {
  105307. /** @hidden */
  105308. export var lightFragment: {
  105309. name: string;
  105310. shader: string;
  105311. };
  105312. }
  105313. declare module BABYLON {
  105314. /** @hidden */
  105315. export var logDepthFragment: {
  105316. name: string;
  105317. shader: string;
  105318. };
  105319. }
  105320. declare module BABYLON {
  105321. /** @hidden */
  105322. export var defaultPixelShader: {
  105323. name: string;
  105324. shader: string;
  105325. };
  105326. }
  105327. declare module BABYLON {
  105328. /** @hidden */
  105329. export var defaultVertexDeclaration: {
  105330. name: string;
  105331. shader: string;
  105332. };
  105333. }
  105334. declare module BABYLON {
  105335. /** @hidden */
  105336. export var bumpVertexDeclaration: {
  105337. name: string;
  105338. shader: string;
  105339. };
  105340. }
  105341. declare module BABYLON {
  105342. /** @hidden */
  105343. export var bumpVertex: {
  105344. name: string;
  105345. shader: string;
  105346. };
  105347. }
  105348. declare module BABYLON {
  105349. /** @hidden */
  105350. export var fogVertex: {
  105351. name: string;
  105352. shader: string;
  105353. };
  105354. }
  105355. declare module BABYLON {
  105356. /** @hidden */
  105357. export var shadowsVertex: {
  105358. name: string;
  105359. shader: string;
  105360. };
  105361. }
  105362. declare module BABYLON {
  105363. /** @hidden */
  105364. export var pointCloudVertex: {
  105365. name: string;
  105366. shader: string;
  105367. };
  105368. }
  105369. declare module BABYLON {
  105370. /** @hidden */
  105371. export var logDepthVertex: {
  105372. name: string;
  105373. shader: string;
  105374. };
  105375. }
  105376. declare module BABYLON {
  105377. /** @hidden */
  105378. export var defaultVertexShader: {
  105379. name: string;
  105380. shader: string;
  105381. };
  105382. }
  105383. declare module BABYLON {
  105384. /** @hidden */
  105385. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  105386. MAINUV1: boolean;
  105387. MAINUV2: boolean;
  105388. DIFFUSE: boolean;
  105389. DIFFUSEDIRECTUV: number;
  105390. AMBIENT: boolean;
  105391. AMBIENTDIRECTUV: number;
  105392. OPACITY: boolean;
  105393. OPACITYDIRECTUV: number;
  105394. OPACITYRGB: boolean;
  105395. REFLECTION: boolean;
  105396. EMISSIVE: boolean;
  105397. EMISSIVEDIRECTUV: number;
  105398. SPECULAR: boolean;
  105399. SPECULARDIRECTUV: number;
  105400. BUMP: boolean;
  105401. BUMPDIRECTUV: number;
  105402. PARALLAX: boolean;
  105403. PARALLAXOCCLUSION: boolean;
  105404. SPECULAROVERALPHA: boolean;
  105405. CLIPPLANE: boolean;
  105406. CLIPPLANE2: boolean;
  105407. CLIPPLANE3: boolean;
  105408. CLIPPLANE4: boolean;
  105409. ALPHATEST: boolean;
  105410. DEPTHPREPASS: boolean;
  105411. ALPHAFROMDIFFUSE: boolean;
  105412. POINTSIZE: boolean;
  105413. FOG: boolean;
  105414. SPECULARTERM: boolean;
  105415. DIFFUSEFRESNEL: boolean;
  105416. OPACITYFRESNEL: boolean;
  105417. REFLECTIONFRESNEL: boolean;
  105418. REFRACTIONFRESNEL: boolean;
  105419. EMISSIVEFRESNEL: boolean;
  105420. FRESNEL: boolean;
  105421. NORMAL: boolean;
  105422. UV1: boolean;
  105423. UV2: boolean;
  105424. VERTEXCOLOR: boolean;
  105425. VERTEXALPHA: boolean;
  105426. NUM_BONE_INFLUENCERS: number;
  105427. BonesPerMesh: number;
  105428. BONETEXTURE: boolean;
  105429. INSTANCES: boolean;
  105430. GLOSSINESS: boolean;
  105431. ROUGHNESS: boolean;
  105432. EMISSIVEASILLUMINATION: boolean;
  105433. LINKEMISSIVEWITHDIFFUSE: boolean;
  105434. REFLECTIONFRESNELFROMSPECULAR: boolean;
  105435. LIGHTMAP: boolean;
  105436. LIGHTMAPDIRECTUV: number;
  105437. OBJECTSPACE_NORMALMAP: boolean;
  105438. USELIGHTMAPASSHADOWMAP: boolean;
  105439. REFLECTIONMAP_3D: boolean;
  105440. REFLECTIONMAP_SPHERICAL: boolean;
  105441. REFLECTIONMAP_PLANAR: boolean;
  105442. REFLECTIONMAP_CUBIC: boolean;
  105443. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  105444. REFLECTIONMAP_PROJECTION: boolean;
  105445. REFLECTIONMAP_SKYBOX: boolean;
  105446. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  105447. REFLECTIONMAP_EXPLICIT: boolean;
  105448. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  105449. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  105450. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  105451. INVERTCUBICMAP: boolean;
  105452. LOGARITHMICDEPTH: boolean;
  105453. REFRACTION: boolean;
  105454. REFRACTIONMAP_3D: boolean;
  105455. REFLECTIONOVERALPHA: boolean;
  105456. TWOSIDEDLIGHTING: boolean;
  105457. SHADOWFLOAT: boolean;
  105458. MORPHTARGETS: boolean;
  105459. MORPHTARGETS_NORMAL: boolean;
  105460. MORPHTARGETS_TANGENT: boolean;
  105461. MORPHTARGETS_UV: boolean;
  105462. NUM_MORPH_INFLUENCERS: number;
  105463. NONUNIFORMSCALING: boolean;
  105464. PREMULTIPLYALPHA: boolean;
  105465. IMAGEPROCESSING: boolean;
  105466. VIGNETTE: boolean;
  105467. VIGNETTEBLENDMODEMULTIPLY: boolean;
  105468. VIGNETTEBLENDMODEOPAQUE: boolean;
  105469. TONEMAPPING: boolean;
  105470. TONEMAPPING_ACES: boolean;
  105471. CONTRAST: boolean;
  105472. COLORCURVES: boolean;
  105473. COLORGRADING: boolean;
  105474. COLORGRADING3D: boolean;
  105475. SAMPLER3DGREENDEPTH: boolean;
  105476. SAMPLER3DBGRMAP: boolean;
  105477. IMAGEPROCESSINGPOSTPROCESS: boolean;
  105478. MULTIVIEW: boolean;
  105479. /**
  105480. * If the reflection texture on this material is in linear color space
  105481. * @hidden
  105482. */
  105483. IS_REFLECTION_LINEAR: boolean;
  105484. /**
  105485. * If the refraction texture on this material is in linear color space
  105486. * @hidden
  105487. */
  105488. IS_REFRACTION_LINEAR: boolean;
  105489. EXPOSURE: boolean;
  105490. constructor();
  105491. setReflectionMode(modeToEnable: string): void;
  105492. }
  105493. /**
  105494. * This is the default material used in Babylon. It is the best trade off between quality
  105495. * and performances.
  105496. * @see http://doc.babylonjs.com/babylon101/materials
  105497. */
  105498. export class StandardMaterial extends PushMaterial {
  105499. private _diffuseTexture;
  105500. /**
  105501. * The basic texture of the material as viewed under a light.
  105502. */
  105503. diffuseTexture: Nullable<BaseTexture>;
  105504. private _ambientTexture;
  105505. /**
  105506. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  105507. */
  105508. ambientTexture: Nullable<BaseTexture>;
  105509. private _opacityTexture;
  105510. /**
  105511. * Define the transparency of the material from a texture.
  105512. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  105513. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  105514. */
  105515. opacityTexture: Nullable<BaseTexture>;
  105516. private _reflectionTexture;
  105517. /**
  105518. * Define the texture used to display the reflection.
  105519. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105520. */
  105521. reflectionTexture: Nullable<BaseTexture>;
  105522. private _emissiveTexture;
  105523. /**
  105524. * Define texture of the material as if self lit.
  105525. * This will be mixed in the final result even in the absence of light.
  105526. */
  105527. emissiveTexture: Nullable<BaseTexture>;
  105528. private _specularTexture;
  105529. /**
  105530. * Define how the color and intensity of the highlight given by the light in the material.
  105531. */
  105532. specularTexture: Nullable<BaseTexture>;
  105533. private _bumpTexture;
  105534. /**
  105535. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  105536. * 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.
  105537. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  105538. */
  105539. bumpTexture: Nullable<BaseTexture>;
  105540. private _lightmapTexture;
  105541. /**
  105542. * Complex lighting can be computationally expensive to compute at runtime.
  105543. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  105544. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  105545. */
  105546. lightmapTexture: Nullable<BaseTexture>;
  105547. private _refractionTexture;
  105548. /**
  105549. * Define the texture used to display the refraction.
  105550. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105551. */
  105552. refractionTexture: Nullable<BaseTexture>;
  105553. /**
  105554. * The color of the material lit by the environmental background lighting.
  105555. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  105556. */
  105557. ambientColor: Color3;
  105558. /**
  105559. * The basic color of the material as viewed under a light.
  105560. */
  105561. diffuseColor: Color3;
  105562. /**
  105563. * Define how the color and intensity of the highlight given by the light in the material.
  105564. */
  105565. specularColor: Color3;
  105566. /**
  105567. * Define the color of the material as if self lit.
  105568. * This will be mixed in the final result even in the absence of light.
  105569. */
  105570. emissiveColor: Color3;
  105571. /**
  105572. * Defines how sharp are the highlights in the material.
  105573. * The bigger the value the sharper giving a more glossy feeling to the result.
  105574. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  105575. */
  105576. specularPower: number;
  105577. private _useAlphaFromDiffuseTexture;
  105578. /**
  105579. * Does the transparency come from the diffuse texture alpha channel.
  105580. */
  105581. useAlphaFromDiffuseTexture: boolean;
  105582. private _useEmissiveAsIllumination;
  105583. /**
  105584. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  105585. */
  105586. useEmissiveAsIllumination: boolean;
  105587. private _linkEmissiveWithDiffuse;
  105588. /**
  105589. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  105590. * the emissive level when the final color is close to one.
  105591. */
  105592. linkEmissiveWithDiffuse: boolean;
  105593. private _useSpecularOverAlpha;
  105594. /**
  105595. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  105596. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  105597. */
  105598. useSpecularOverAlpha: boolean;
  105599. private _useReflectionOverAlpha;
  105600. /**
  105601. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  105602. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  105603. */
  105604. useReflectionOverAlpha: boolean;
  105605. private _disableLighting;
  105606. /**
  105607. * Does lights from the scene impacts this material.
  105608. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  105609. */
  105610. disableLighting: boolean;
  105611. private _useObjectSpaceNormalMap;
  105612. /**
  105613. * Allows using an object space normal map (instead of tangent space).
  105614. */
  105615. useObjectSpaceNormalMap: boolean;
  105616. private _useParallax;
  105617. /**
  105618. * Is parallax enabled or not.
  105619. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  105620. */
  105621. useParallax: boolean;
  105622. private _useParallaxOcclusion;
  105623. /**
  105624. * Is parallax occlusion enabled or not.
  105625. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  105626. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  105627. */
  105628. useParallaxOcclusion: boolean;
  105629. /**
  105630. * 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.
  105631. */
  105632. parallaxScaleBias: number;
  105633. private _roughness;
  105634. /**
  105635. * Helps to define how blurry the reflections should appears in the material.
  105636. */
  105637. roughness: number;
  105638. /**
  105639. * In case of refraction, define the value of the index of refraction.
  105640. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105641. */
  105642. indexOfRefraction: number;
  105643. /**
  105644. * Invert the refraction texture alongside the y axis.
  105645. * It can be useful with procedural textures or probe for instance.
  105646. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105647. */
  105648. invertRefractionY: boolean;
  105649. /**
  105650. * Defines the alpha limits in alpha test mode.
  105651. */
  105652. alphaCutOff: number;
  105653. private _useLightmapAsShadowmap;
  105654. /**
  105655. * In case of light mapping, define whether the map contains light or shadow informations.
  105656. */
  105657. useLightmapAsShadowmap: boolean;
  105658. private _diffuseFresnelParameters;
  105659. /**
  105660. * Define the diffuse fresnel parameters of the material.
  105661. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105662. */
  105663. diffuseFresnelParameters: FresnelParameters;
  105664. private _opacityFresnelParameters;
  105665. /**
  105666. * Define the opacity fresnel parameters of the material.
  105667. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105668. */
  105669. opacityFresnelParameters: FresnelParameters;
  105670. private _reflectionFresnelParameters;
  105671. /**
  105672. * Define the reflection fresnel parameters of the material.
  105673. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105674. */
  105675. reflectionFresnelParameters: FresnelParameters;
  105676. private _refractionFresnelParameters;
  105677. /**
  105678. * Define the refraction fresnel parameters of the material.
  105679. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105680. */
  105681. refractionFresnelParameters: FresnelParameters;
  105682. private _emissiveFresnelParameters;
  105683. /**
  105684. * Define the emissive fresnel parameters of the material.
  105685. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105686. */
  105687. emissiveFresnelParameters: FresnelParameters;
  105688. private _useReflectionFresnelFromSpecular;
  105689. /**
  105690. * If true automatically deducts the fresnels values from the material specularity.
  105691. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105692. */
  105693. useReflectionFresnelFromSpecular: boolean;
  105694. private _useGlossinessFromSpecularMapAlpha;
  105695. /**
  105696. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  105697. */
  105698. useGlossinessFromSpecularMapAlpha: boolean;
  105699. private _maxSimultaneousLights;
  105700. /**
  105701. * Defines the maximum number of lights that can be used in the material
  105702. */
  105703. maxSimultaneousLights: number;
  105704. private _invertNormalMapX;
  105705. /**
  105706. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  105707. */
  105708. invertNormalMapX: boolean;
  105709. private _invertNormalMapY;
  105710. /**
  105711. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  105712. */
  105713. invertNormalMapY: boolean;
  105714. private _twoSidedLighting;
  105715. /**
  105716. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  105717. */
  105718. twoSidedLighting: boolean;
  105719. /**
  105720. * Default configuration related to image processing available in the standard Material.
  105721. */
  105722. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  105723. /**
  105724. * Gets the image processing configuration used either in this material.
  105725. */
  105726. /**
  105727. * Sets the Default image processing configuration used either in the this material.
  105728. *
  105729. * If sets to null, the scene one is in use.
  105730. */
  105731. imageProcessingConfiguration: ImageProcessingConfiguration;
  105732. /**
  105733. * Keep track of the image processing observer to allow dispose and replace.
  105734. */
  105735. private _imageProcessingObserver;
  105736. /**
  105737. * Attaches a new image processing configuration to the Standard Material.
  105738. * @param configuration
  105739. */
  105740. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  105741. /**
  105742. * Gets wether the color curves effect is enabled.
  105743. */
  105744. /**
  105745. * Sets wether the color curves effect is enabled.
  105746. */
  105747. cameraColorCurvesEnabled: boolean;
  105748. /**
  105749. * Gets wether the color grading effect is enabled.
  105750. */
  105751. /**
  105752. * Gets wether the color grading effect is enabled.
  105753. */
  105754. cameraColorGradingEnabled: boolean;
  105755. /**
  105756. * Gets wether tonemapping is enabled or not.
  105757. */
  105758. /**
  105759. * Sets wether tonemapping is enabled or not
  105760. */
  105761. cameraToneMappingEnabled: boolean;
  105762. /**
  105763. * The camera exposure used on this material.
  105764. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105765. * This corresponds to a photographic exposure.
  105766. */
  105767. /**
  105768. * The camera exposure used on this material.
  105769. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105770. * This corresponds to a photographic exposure.
  105771. */
  105772. cameraExposure: number;
  105773. /**
  105774. * Gets The camera contrast used on this material.
  105775. */
  105776. /**
  105777. * Sets The camera contrast used on this material.
  105778. */
  105779. cameraContrast: number;
  105780. /**
  105781. * Gets the Color Grading 2D Lookup Texture.
  105782. */
  105783. /**
  105784. * Sets the Color Grading 2D Lookup Texture.
  105785. */
  105786. cameraColorGradingTexture: Nullable<BaseTexture>;
  105787. /**
  105788. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105789. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105790. * 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;
  105791. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105792. */
  105793. /**
  105794. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105795. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105796. * 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;
  105797. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105798. */
  105799. cameraColorCurves: Nullable<ColorCurves>;
  105800. /**
  105801. * Custom callback helping to override the default shader used in the material.
  105802. */
  105803. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  105804. protected _renderTargets: SmartArray<RenderTargetTexture>;
  105805. protected _worldViewProjectionMatrix: Matrix;
  105806. protected _globalAmbientColor: Color3;
  105807. protected _useLogarithmicDepth: boolean;
  105808. protected _rebuildInParallel: boolean;
  105809. /**
  105810. * Instantiates a new standard material.
  105811. * This is the default material used in Babylon. It is the best trade off between quality
  105812. * and performances.
  105813. * @see http://doc.babylonjs.com/babylon101/materials
  105814. * @param name Define the name of the material in the scene
  105815. * @param scene Define the scene the material belong to
  105816. */
  105817. constructor(name: string, scene: Scene);
  105818. /**
  105819. * Gets a boolean indicating that current material needs to register RTT
  105820. */
  105821. readonly hasRenderTargetTextures: boolean;
  105822. /**
  105823. * Gets the current class name of the material e.g. "StandardMaterial"
  105824. * Mainly use in serialization.
  105825. * @returns the class name
  105826. */
  105827. getClassName(): string;
  105828. /**
  105829. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  105830. * You can try switching to logarithmic depth.
  105831. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  105832. */
  105833. useLogarithmicDepth: boolean;
  105834. /**
  105835. * Specifies if the material will require alpha blending
  105836. * @returns a boolean specifying if alpha blending is needed
  105837. */
  105838. needAlphaBlending(): boolean;
  105839. /**
  105840. * Specifies if this material should be rendered in alpha test mode
  105841. * @returns a boolean specifying if an alpha test is needed.
  105842. */
  105843. needAlphaTesting(): boolean;
  105844. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  105845. /**
  105846. * Get the texture used for alpha test purpose.
  105847. * @returns the diffuse texture in case of the standard material.
  105848. */
  105849. getAlphaTestTexture(): Nullable<BaseTexture>;
  105850. /**
  105851. * Get if the submesh is ready to be used and all its information available.
  105852. * Child classes can use it to update shaders
  105853. * @param mesh defines the mesh to check
  105854. * @param subMesh defines which submesh to check
  105855. * @param useInstances specifies that instances should be used
  105856. * @returns a boolean indicating that the submesh is ready or not
  105857. */
  105858. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  105859. /**
  105860. * Builds the material UBO layouts.
  105861. * Used internally during the effect preparation.
  105862. */
  105863. buildUniformLayout(): void;
  105864. /**
  105865. * Unbinds the material from the mesh
  105866. */
  105867. unbind(): void;
  105868. /**
  105869. * Binds the submesh to this material by preparing the effect and shader to draw
  105870. * @param world defines the world transformation matrix
  105871. * @param mesh defines the mesh containing the submesh
  105872. * @param subMesh defines the submesh to bind the material to
  105873. */
  105874. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  105875. /**
  105876. * Get the list of animatables in the material.
  105877. * @returns the list of animatables object used in the material
  105878. */
  105879. getAnimatables(): IAnimatable[];
  105880. /**
  105881. * Gets the active textures from the material
  105882. * @returns an array of textures
  105883. */
  105884. getActiveTextures(): BaseTexture[];
  105885. /**
  105886. * Specifies if the material uses a texture
  105887. * @param texture defines the texture to check against the material
  105888. * @returns a boolean specifying if the material uses the texture
  105889. */
  105890. hasTexture(texture: BaseTexture): boolean;
  105891. /**
  105892. * Disposes the material
  105893. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  105894. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  105895. */
  105896. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  105897. /**
  105898. * Makes a duplicate of the material, and gives it a new name
  105899. * @param name defines the new name for the duplicated material
  105900. * @returns the cloned material
  105901. */
  105902. clone(name: string): StandardMaterial;
  105903. /**
  105904. * Serializes this material in a JSON representation
  105905. * @returns the serialized material object
  105906. */
  105907. serialize(): any;
  105908. /**
  105909. * Creates a standard material from parsed material data
  105910. * @param source defines the JSON representation of the material
  105911. * @param scene defines the hosting scene
  105912. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  105913. * @returns a new standard material
  105914. */
  105915. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  105916. /**
  105917. * Are diffuse textures enabled in the application.
  105918. */
  105919. static DiffuseTextureEnabled: boolean;
  105920. /**
  105921. * Are ambient textures enabled in the application.
  105922. */
  105923. static AmbientTextureEnabled: boolean;
  105924. /**
  105925. * Are opacity textures enabled in the application.
  105926. */
  105927. static OpacityTextureEnabled: boolean;
  105928. /**
  105929. * Are reflection textures enabled in the application.
  105930. */
  105931. static ReflectionTextureEnabled: boolean;
  105932. /**
  105933. * Are emissive textures enabled in the application.
  105934. */
  105935. static EmissiveTextureEnabled: boolean;
  105936. /**
  105937. * Are specular textures enabled in the application.
  105938. */
  105939. static SpecularTextureEnabled: boolean;
  105940. /**
  105941. * Are bump textures enabled in the application.
  105942. */
  105943. static BumpTextureEnabled: boolean;
  105944. /**
  105945. * Are lightmap textures enabled in the application.
  105946. */
  105947. static LightmapTextureEnabled: boolean;
  105948. /**
  105949. * Are refraction textures enabled in the application.
  105950. */
  105951. static RefractionTextureEnabled: boolean;
  105952. /**
  105953. * Are color grading textures enabled in the application.
  105954. */
  105955. static ColorGradingTextureEnabled: boolean;
  105956. /**
  105957. * Are fresnels enabled in the application.
  105958. */
  105959. static FresnelEnabled: boolean;
  105960. }
  105961. }
  105962. declare module BABYLON {
  105963. /**
  105964. * A class extending Texture allowing drawing on a texture
  105965. * @see http://doc.babylonjs.com/how_to/dynamictexture
  105966. */
  105967. export class DynamicTexture extends Texture {
  105968. private _generateMipMaps;
  105969. private _canvas;
  105970. private _context;
  105971. private _engine;
  105972. /**
  105973. * Creates a DynamicTexture
  105974. * @param name defines the name of the texture
  105975. * @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
  105976. * @param scene defines the scene where you want the texture
  105977. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  105978. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  105979. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  105980. */
  105981. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  105982. /**
  105983. * Get the current class name of the texture useful for serialization or dynamic coding.
  105984. * @returns "DynamicTexture"
  105985. */
  105986. getClassName(): string;
  105987. /**
  105988. * Gets the current state of canRescale
  105989. */
  105990. readonly canRescale: boolean;
  105991. private _recreate;
  105992. /**
  105993. * Scales the texture
  105994. * @param ratio the scale factor to apply to both width and height
  105995. */
  105996. scale(ratio: number): void;
  105997. /**
  105998. * Resizes the texture
  105999. * @param width the new width
  106000. * @param height the new height
  106001. */
  106002. scaleTo(width: number, height: number): void;
  106003. /**
  106004. * Gets the context of the canvas used by the texture
  106005. * @returns the canvas context of the dynamic texture
  106006. */
  106007. getContext(): CanvasRenderingContext2D;
  106008. /**
  106009. * Clears the texture
  106010. */
  106011. clear(): void;
  106012. /**
  106013. * Updates the texture
  106014. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  106015. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  106016. */
  106017. update(invertY?: boolean, premulAlpha?: boolean): void;
  106018. /**
  106019. * Draws text onto the texture
  106020. * @param text defines the text to be drawn
  106021. * @param x defines the placement of the text from the left
  106022. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  106023. * @param font defines the font to be used with font-style, font-size, font-name
  106024. * @param color defines the color used for the text
  106025. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  106026. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  106027. * @param update defines whether texture is immediately update (default is true)
  106028. */
  106029. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  106030. /**
  106031. * Clones the texture
  106032. * @returns the clone of the texture.
  106033. */
  106034. clone(): DynamicTexture;
  106035. /**
  106036. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  106037. * @returns a serialized dynamic texture object
  106038. */
  106039. serialize(): any;
  106040. /** @hidden */
  106041. _rebuild(): void;
  106042. }
  106043. }
  106044. declare module BABYLON {
  106045. /** @hidden */
  106046. export var imageProcessingPixelShader: {
  106047. name: string;
  106048. shader: string;
  106049. };
  106050. }
  106051. declare module BABYLON {
  106052. /**
  106053. * ImageProcessingPostProcess
  106054. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  106055. */
  106056. export class ImageProcessingPostProcess extends PostProcess {
  106057. /**
  106058. * Default configuration related to image processing available in the PBR Material.
  106059. */
  106060. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  106061. /**
  106062. * Gets the image processing configuration used either in this material.
  106063. */
  106064. /**
  106065. * Sets the Default image processing configuration used either in the this material.
  106066. *
  106067. * If sets to null, the scene one is in use.
  106068. */
  106069. imageProcessingConfiguration: ImageProcessingConfiguration;
  106070. /**
  106071. * Keep track of the image processing observer to allow dispose and replace.
  106072. */
  106073. private _imageProcessingObserver;
  106074. /**
  106075. * Attaches a new image processing configuration to the PBR Material.
  106076. * @param configuration
  106077. */
  106078. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  106079. /**
  106080. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  106081. */
  106082. /**
  106083. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  106084. */
  106085. colorCurves: Nullable<ColorCurves>;
  106086. /**
  106087. * Gets wether the color curves effect is enabled.
  106088. */
  106089. /**
  106090. * Sets wether the color curves effect is enabled.
  106091. */
  106092. colorCurvesEnabled: boolean;
  106093. /**
  106094. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  106095. */
  106096. /**
  106097. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  106098. */
  106099. colorGradingTexture: Nullable<BaseTexture>;
  106100. /**
  106101. * Gets wether the color grading effect is enabled.
  106102. */
  106103. /**
  106104. * Gets wether the color grading effect is enabled.
  106105. */
  106106. colorGradingEnabled: boolean;
  106107. /**
  106108. * Gets exposure used in the effect.
  106109. */
  106110. /**
  106111. * Sets exposure used in the effect.
  106112. */
  106113. exposure: number;
  106114. /**
  106115. * Gets wether tonemapping is enabled or not.
  106116. */
  106117. /**
  106118. * Sets wether tonemapping is enabled or not
  106119. */
  106120. toneMappingEnabled: boolean;
  106121. /**
  106122. * Gets the type of tone mapping effect.
  106123. */
  106124. /**
  106125. * Sets the type of tone mapping effect.
  106126. */
  106127. toneMappingType: number;
  106128. /**
  106129. * Gets contrast used in the effect.
  106130. */
  106131. /**
  106132. * Sets contrast used in the effect.
  106133. */
  106134. contrast: number;
  106135. /**
  106136. * Gets Vignette stretch size.
  106137. */
  106138. /**
  106139. * Sets Vignette stretch size.
  106140. */
  106141. vignetteStretch: number;
  106142. /**
  106143. * Gets Vignette centre X Offset.
  106144. */
  106145. /**
  106146. * Sets Vignette centre X Offset.
  106147. */
  106148. vignetteCentreX: number;
  106149. /**
  106150. * Gets Vignette centre Y Offset.
  106151. */
  106152. /**
  106153. * Sets Vignette centre Y Offset.
  106154. */
  106155. vignetteCentreY: number;
  106156. /**
  106157. * Gets Vignette weight or intensity of the vignette effect.
  106158. */
  106159. /**
  106160. * Sets Vignette weight or intensity of the vignette effect.
  106161. */
  106162. vignetteWeight: number;
  106163. /**
  106164. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  106165. * if vignetteEnabled is set to true.
  106166. */
  106167. /**
  106168. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  106169. * if vignetteEnabled is set to true.
  106170. */
  106171. vignetteColor: Color4;
  106172. /**
  106173. * Gets Camera field of view used by the Vignette effect.
  106174. */
  106175. /**
  106176. * Sets Camera field of view used by the Vignette effect.
  106177. */
  106178. vignetteCameraFov: number;
  106179. /**
  106180. * Gets the vignette blend mode allowing different kind of effect.
  106181. */
  106182. /**
  106183. * Sets the vignette blend mode allowing different kind of effect.
  106184. */
  106185. vignetteBlendMode: number;
  106186. /**
  106187. * Gets wether the vignette effect is enabled.
  106188. */
  106189. /**
  106190. * Sets wether the vignette effect is enabled.
  106191. */
  106192. vignetteEnabled: boolean;
  106193. private _fromLinearSpace;
  106194. /**
  106195. * Gets wether the input of the processing is in Gamma or Linear Space.
  106196. */
  106197. /**
  106198. * Sets wether the input of the processing is in Gamma or Linear Space.
  106199. */
  106200. fromLinearSpace: boolean;
  106201. /**
  106202. * Defines cache preventing GC.
  106203. */
  106204. private _defines;
  106205. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  106206. /**
  106207. * "ImageProcessingPostProcess"
  106208. * @returns "ImageProcessingPostProcess"
  106209. */
  106210. getClassName(): string;
  106211. protected _updateParameters(): void;
  106212. dispose(camera?: Camera): void;
  106213. }
  106214. }
  106215. declare module BABYLON {
  106216. /**
  106217. * Class containing static functions to help procedurally build meshes
  106218. */
  106219. export class GroundBuilder {
  106220. /**
  106221. * Creates a ground mesh
  106222. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  106223. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  106224. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106225. * @param name defines the name of the mesh
  106226. * @param options defines the options used to create the mesh
  106227. * @param scene defines the hosting scene
  106228. * @returns the ground mesh
  106229. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  106230. */
  106231. static CreateGround(name: string, options: {
  106232. width?: number;
  106233. height?: number;
  106234. subdivisions?: number;
  106235. subdivisionsX?: number;
  106236. subdivisionsY?: number;
  106237. updatable?: boolean;
  106238. }, scene: any): Mesh;
  106239. /**
  106240. * Creates a tiled ground mesh
  106241. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  106242. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  106243. * * 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
  106244. * * 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
  106245. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106246. * @param name defines the name of the mesh
  106247. * @param options defines the options used to create the mesh
  106248. * @param scene defines the hosting scene
  106249. * @returns the tiled ground mesh
  106250. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  106251. */
  106252. static CreateTiledGround(name: string, options: {
  106253. xmin: number;
  106254. zmin: number;
  106255. xmax: number;
  106256. zmax: number;
  106257. subdivisions?: {
  106258. w: number;
  106259. h: number;
  106260. };
  106261. precision?: {
  106262. w: number;
  106263. h: number;
  106264. };
  106265. updatable?: boolean;
  106266. }, scene?: Nullable<Scene>): Mesh;
  106267. /**
  106268. * Creates a ground mesh from a height map
  106269. * * The parameter `url` sets the URL of the height map image resource.
  106270. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  106271. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  106272. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  106273. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  106274. * * 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.
  106275. * * 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).
  106276. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  106277. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106278. * @param name defines the name of the mesh
  106279. * @param url defines the url to the height map
  106280. * @param options defines the options used to create the mesh
  106281. * @param scene defines the hosting scene
  106282. * @returns the ground mesh
  106283. * @see https://doc.babylonjs.com/babylon101/height_map
  106284. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  106285. */
  106286. static CreateGroundFromHeightMap(name: string, url: string, options: {
  106287. width?: number;
  106288. height?: number;
  106289. subdivisions?: number;
  106290. minHeight?: number;
  106291. maxHeight?: number;
  106292. colorFilter?: Color3;
  106293. alphaFilter?: number;
  106294. updatable?: boolean;
  106295. onReady?: (mesh: GroundMesh) => void;
  106296. }, scene?: Nullable<Scene>): GroundMesh;
  106297. }
  106298. }
  106299. declare module BABYLON {
  106300. /**
  106301. * Class containing static functions to help procedurally build meshes
  106302. */
  106303. export class TorusBuilder {
  106304. /**
  106305. * Creates a torus mesh
  106306. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  106307. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  106308. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  106309. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106310. * * 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
  106311. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106312. * @param name defines the name of the mesh
  106313. * @param options defines the options used to create the mesh
  106314. * @param scene defines the hosting scene
  106315. * @returns the torus mesh
  106316. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  106317. */
  106318. static CreateTorus(name: string, options: {
  106319. diameter?: number;
  106320. thickness?: number;
  106321. tessellation?: number;
  106322. updatable?: boolean;
  106323. sideOrientation?: number;
  106324. frontUVs?: Vector4;
  106325. backUVs?: Vector4;
  106326. }, scene: any): Mesh;
  106327. }
  106328. }
  106329. declare module BABYLON {
  106330. /**
  106331. * Class containing static functions to help procedurally build meshes
  106332. */
  106333. export class CylinderBuilder {
  106334. /**
  106335. * Creates a cylinder or a cone mesh
  106336. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  106337. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  106338. * * 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.
  106339. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  106340. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  106341. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  106342. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  106343. * * 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).
  106344. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  106345. * * 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).
  106346. * * 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
  106347. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  106348. * * 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
  106349. * * 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.
  106350. * * If `enclose` is false, a ring surface is one element.
  106351. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  106352. * * 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
  106353. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106354. * * 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
  106355. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106356. * @param name defines the name of the mesh
  106357. * @param options defines the options used to create the mesh
  106358. * @param scene defines the hosting scene
  106359. * @returns the cylinder mesh
  106360. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  106361. */
  106362. static CreateCylinder(name: string, options: {
  106363. height?: number;
  106364. diameterTop?: number;
  106365. diameterBottom?: number;
  106366. diameter?: number;
  106367. tessellation?: number;
  106368. subdivisions?: number;
  106369. arc?: number;
  106370. faceColors?: Color4[];
  106371. faceUV?: Vector4[];
  106372. updatable?: boolean;
  106373. hasRings?: boolean;
  106374. enclose?: boolean;
  106375. cap?: number;
  106376. sideOrientation?: number;
  106377. frontUVs?: Vector4;
  106378. backUVs?: Vector4;
  106379. }, scene: any): Mesh;
  106380. }
  106381. }
  106382. declare module BABYLON {
  106383. /**
  106384. * Options to modify the vr teleportation behavior.
  106385. */
  106386. export interface VRTeleportationOptions {
  106387. /**
  106388. * The name of the mesh which should be used as the teleportation floor. (default: null)
  106389. */
  106390. floorMeshName?: string;
  106391. /**
  106392. * A list of meshes to be used as the teleportation floor. (default: empty)
  106393. */
  106394. floorMeshes?: Mesh[];
  106395. }
  106396. /**
  106397. * Options to modify the vr experience helper's behavior.
  106398. */
  106399. export interface VRExperienceHelperOptions extends WebVROptions {
  106400. /**
  106401. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  106402. */
  106403. createDeviceOrientationCamera?: boolean;
  106404. /**
  106405. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  106406. */
  106407. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  106408. /**
  106409. * Uses the main button on the controller to toggle the laser casted. (default: true)
  106410. */
  106411. laserToggle?: boolean;
  106412. /**
  106413. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  106414. */
  106415. floorMeshes?: Mesh[];
  106416. /**
  106417. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  106418. */
  106419. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  106420. }
  106421. /**
  106422. * Event containing information after VR has been entered
  106423. */
  106424. export class OnAfterEnteringVRObservableEvent {
  106425. /**
  106426. * If entering vr was successful
  106427. */
  106428. success: boolean;
  106429. }
  106430. /**
  106431. * Helps to quickly add VR support to an existing scene.
  106432. * See http://doc.babylonjs.com/how_to/webvr_helper
  106433. */
  106434. export class VRExperienceHelper {
  106435. /** Options to modify the vr experience helper's behavior. */
  106436. webVROptions: VRExperienceHelperOptions;
  106437. private _scene;
  106438. private _position;
  106439. private _btnVR;
  106440. private _btnVRDisplayed;
  106441. private _webVRsupported;
  106442. private _webVRready;
  106443. private _webVRrequesting;
  106444. private _webVRpresenting;
  106445. private _hasEnteredVR;
  106446. private _fullscreenVRpresenting;
  106447. private _canvas;
  106448. private _webVRCamera;
  106449. private _vrDeviceOrientationCamera;
  106450. private _deviceOrientationCamera;
  106451. private _existingCamera;
  106452. private _onKeyDown;
  106453. private _onVrDisplayPresentChange;
  106454. private _onVRDisplayChanged;
  106455. private _onVRRequestPresentStart;
  106456. private _onVRRequestPresentComplete;
  106457. /**
  106458. * 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)
  106459. */
  106460. enableGazeEvenWhenNoPointerLock: boolean;
  106461. /**
  106462. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  106463. */
  106464. exitVROnDoubleTap: boolean;
  106465. /**
  106466. * Observable raised right before entering VR.
  106467. */
  106468. onEnteringVRObservable: Observable<VRExperienceHelper>;
  106469. /**
  106470. * Observable raised when entering VR has completed.
  106471. */
  106472. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  106473. /**
  106474. * Observable raised when exiting VR.
  106475. */
  106476. onExitingVRObservable: Observable<VRExperienceHelper>;
  106477. /**
  106478. * Observable raised when controller mesh is loaded.
  106479. */
  106480. onControllerMeshLoadedObservable: Observable<WebVRController>;
  106481. /** Return this.onEnteringVRObservable
  106482. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  106483. */
  106484. readonly onEnteringVR: Observable<VRExperienceHelper>;
  106485. /** Return this.onExitingVRObservable
  106486. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  106487. */
  106488. readonly onExitingVR: Observable<VRExperienceHelper>;
  106489. /** Return this.onControllerMeshLoadedObservable
  106490. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  106491. */
  106492. readonly onControllerMeshLoaded: Observable<WebVRController>;
  106493. private _rayLength;
  106494. private _useCustomVRButton;
  106495. private _teleportationRequested;
  106496. private _teleportActive;
  106497. private _floorMeshName;
  106498. private _floorMeshesCollection;
  106499. private _rotationAllowed;
  106500. private _teleportBackwardsVector;
  106501. private _teleportationTarget;
  106502. private _isDefaultTeleportationTarget;
  106503. private _postProcessMove;
  106504. private _teleportationFillColor;
  106505. private _teleportationBorderColor;
  106506. private _rotationAngle;
  106507. private _haloCenter;
  106508. private _cameraGazer;
  106509. private _padSensibilityUp;
  106510. private _padSensibilityDown;
  106511. private _leftController;
  106512. private _rightController;
  106513. /**
  106514. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106515. */
  106516. onNewMeshSelected: Observable<AbstractMesh>;
  106517. /**
  106518. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  106519. * This observable will provide the mesh and the controller used to select the mesh
  106520. */
  106521. onMeshSelectedWithController: Observable<{
  106522. mesh: AbstractMesh;
  106523. controller: WebVRController;
  106524. }>;
  106525. /**
  106526. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106527. */
  106528. onNewMeshPicked: Observable<PickingInfo>;
  106529. private _circleEase;
  106530. /**
  106531. * Observable raised before camera teleportation
  106532. */
  106533. onBeforeCameraTeleport: Observable<Vector3>;
  106534. /**
  106535. * Observable raised after camera teleportation
  106536. */
  106537. onAfterCameraTeleport: Observable<Vector3>;
  106538. /**
  106539. * Observable raised when current selected mesh gets unselected
  106540. */
  106541. onSelectedMeshUnselected: Observable<AbstractMesh>;
  106542. private _raySelectionPredicate;
  106543. /**
  106544. * To be optionaly changed by user to define custom ray selection
  106545. */
  106546. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  106547. /**
  106548. * To be optionaly changed by user to define custom selection logic (after ray selection)
  106549. */
  106550. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  106551. /**
  106552. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106553. */
  106554. teleportationEnabled: boolean;
  106555. private _defaultHeight;
  106556. private _teleportationInitialized;
  106557. private _interactionsEnabled;
  106558. private _interactionsRequested;
  106559. private _displayGaze;
  106560. private _displayLaserPointer;
  106561. /**
  106562. * The mesh used to display where the user is going to teleport.
  106563. */
  106564. /**
  106565. * Sets the mesh to be used to display where the user is going to teleport.
  106566. */
  106567. teleportationTarget: Mesh;
  106568. /**
  106569. * 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
  106570. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  106571. * See http://doc.babylonjs.com/resources/baking_transformations
  106572. */
  106573. gazeTrackerMesh: Mesh;
  106574. /**
  106575. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106576. */
  106577. updateGazeTrackerScale: boolean;
  106578. /**
  106579. * If the gaze trackers color should be updated when selecting meshes
  106580. */
  106581. updateGazeTrackerColor: boolean;
  106582. /**
  106583. * The gaze tracking mesh corresponding to the left controller
  106584. */
  106585. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  106586. /**
  106587. * The gaze tracking mesh corresponding to the right controller
  106588. */
  106589. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  106590. /**
  106591. * If the ray of the gaze should be displayed.
  106592. */
  106593. /**
  106594. * Sets if the ray of the gaze should be displayed.
  106595. */
  106596. displayGaze: boolean;
  106597. /**
  106598. * If the ray of the LaserPointer should be displayed.
  106599. */
  106600. /**
  106601. * Sets if the ray of the LaserPointer should be displayed.
  106602. */
  106603. displayLaserPointer: boolean;
  106604. /**
  106605. * The deviceOrientationCamera used as the camera when not in VR.
  106606. */
  106607. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  106608. /**
  106609. * Based on the current WebVR support, returns the current VR camera used.
  106610. */
  106611. readonly currentVRCamera: Nullable<Camera>;
  106612. /**
  106613. * The webVRCamera which is used when in VR.
  106614. */
  106615. readonly webVRCamera: WebVRFreeCamera;
  106616. /**
  106617. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  106618. */
  106619. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  106620. /**
  106621. * The html button that is used to trigger entering into VR.
  106622. */
  106623. readonly vrButton: Nullable<HTMLButtonElement>;
  106624. private readonly _teleportationRequestInitiated;
  106625. /**
  106626. * Defines wether or not Pointer lock should be requested when switching to
  106627. * full screen.
  106628. */
  106629. requestPointerLockOnFullScreen: boolean;
  106630. /**
  106631. * Instantiates a VRExperienceHelper.
  106632. * Helps to quickly add VR support to an existing scene.
  106633. * @param scene The scene the VRExperienceHelper belongs to.
  106634. * @param webVROptions Options to modify the vr experience helper's behavior.
  106635. */
  106636. constructor(scene: Scene,
  106637. /** Options to modify the vr experience helper's behavior. */
  106638. webVROptions?: VRExperienceHelperOptions);
  106639. private _onDefaultMeshLoaded;
  106640. private _onResize;
  106641. private _onFullscreenChange;
  106642. /**
  106643. * Gets a value indicating if we are currently in VR mode.
  106644. */
  106645. readonly isInVRMode: boolean;
  106646. private onVrDisplayPresentChange;
  106647. private onVRDisplayChanged;
  106648. private moveButtonToBottomRight;
  106649. private displayVRButton;
  106650. private updateButtonVisibility;
  106651. private _cachedAngularSensibility;
  106652. /**
  106653. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  106654. * Otherwise, will use the fullscreen API.
  106655. */
  106656. enterVR(): void;
  106657. /**
  106658. * Attempt to exit VR, or fullscreen.
  106659. */
  106660. exitVR(): void;
  106661. /**
  106662. * The position of the vr experience helper.
  106663. */
  106664. /**
  106665. * Sets the position of the vr experience helper.
  106666. */
  106667. position: Vector3;
  106668. /**
  106669. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  106670. */
  106671. enableInteractions(): void;
  106672. private readonly _noControllerIsActive;
  106673. private beforeRender;
  106674. private _isTeleportationFloor;
  106675. /**
  106676. * Adds a floor mesh to be used for teleportation.
  106677. * @param floorMesh the mesh to be used for teleportation.
  106678. */
  106679. addFloorMesh(floorMesh: Mesh): void;
  106680. /**
  106681. * Removes a floor mesh from being used for teleportation.
  106682. * @param floorMesh the mesh to be removed.
  106683. */
  106684. removeFloorMesh(floorMesh: Mesh): void;
  106685. /**
  106686. * Enables interactions and teleportation using the VR controllers and gaze.
  106687. * @param vrTeleportationOptions options to modify teleportation behavior.
  106688. */
  106689. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  106690. private _onNewGamepadConnected;
  106691. private _tryEnableInteractionOnController;
  106692. private _onNewGamepadDisconnected;
  106693. private _enableInteractionOnController;
  106694. private _checkTeleportWithRay;
  106695. private _checkRotate;
  106696. private _checkTeleportBackwards;
  106697. private _enableTeleportationOnController;
  106698. private _createTeleportationCircles;
  106699. private _displayTeleportationTarget;
  106700. private _hideTeleportationTarget;
  106701. private _rotateCamera;
  106702. private _moveTeleportationSelectorTo;
  106703. private _workingVector;
  106704. private _workingQuaternion;
  106705. private _workingMatrix;
  106706. /**
  106707. * Teleports the users feet to the desired location
  106708. * @param location The location where the user's feet should be placed
  106709. */
  106710. teleportCamera(location: Vector3): void;
  106711. private _convertNormalToDirectionOfRay;
  106712. private _castRayAndSelectObject;
  106713. private _notifySelectedMeshUnselected;
  106714. /**
  106715. * Sets the color of the laser ray from the vr controllers.
  106716. * @param color new color for the ray.
  106717. */
  106718. changeLaserColor(color: Color3): void;
  106719. /**
  106720. * Sets the color of the ray from the vr headsets gaze.
  106721. * @param color new color for the ray.
  106722. */
  106723. changeGazeColor(color: Color3): void;
  106724. /**
  106725. * Exits VR and disposes of the vr experience helper
  106726. */
  106727. dispose(): void;
  106728. /**
  106729. * Gets the name of the VRExperienceHelper class
  106730. * @returns "VRExperienceHelper"
  106731. */
  106732. getClassName(): string;
  106733. }
  106734. }
  106735. declare module BABYLON {
  106736. /**
  106737. * Manages an XRSession to work with Babylon's engine
  106738. * @see https://doc.babylonjs.com/how_to/webxr
  106739. */
  106740. export class WebXRSessionManager implements IDisposable {
  106741. private scene;
  106742. /**
  106743. * Fires every time a new xrFrame arrives which can be used to update the camera
  106744. */
  106745. onXRFrameObservable: Observable<any>;
  106746. /**
  106747. * Fires when the xr session is ended either by the device or manually done
  106748. */
  106749. onXRSessionEnded: Observable<any>;
  106750. /**
  106751. * Underlying xr session
  106752. */
  106753. session: XRSession;
  106754. /**
  106755. * Type of reference space used when creating the session
  106756. */
  106757. referenceSpace: XRReferenceSpace;
  106758. /** @hidden */
  106759. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  106760. /**
  106761. * Current XR frame
  106762. */
  106763. currentFrame: Nullable<XRFrame>;
  106764. private _xrNavigator;
  106765. private baseLayer;
  106766. /**
  106767. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  106768. * @param scene The scene which the session should be created for
  106769. */
  106770. constructor(scene: Scene);
  106771. /**
  106772. * Initializes the manager
  106773. * After initialization enterXR can be called to start an XR session
  106774. * @returns Promise which resolves after it is initialized
  106775. */
  106776. initializeAsync(): Promise<void>;
  106777. /**
  106778. * Initializes an xr session
  106779. * @param xrSessionMode mode to initialize
  106780. * @returns a promise which will resolve once the session has been initialized
  106781. */
  106782. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  106783. /**
  106784. * Sets the reference space on the xr session
  106785. * @param referenceSpace space to set
  106786. * @returns a promise that will resolve once the reference space has been set
  106787. */
  106788. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  106789. /**
  106790. * Updates the render state of the session
  106791. * @param state state to set
  106792. * @returns a promise that resolves once the render state has been updated
  106793. */
  106794. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  106795. /**
  106796. * Starts rendering to the xr layer
  106797. * @returns a promise that will resolve once rendering has started
  106798. */
  106799. startRenderingToXRAsync(): Promise<void>;
  106800. /**
  106801. * Stops the xrSession and restores the renderloop
  106802. * @returns Promise which resolves after it exits XR
  106803. */
  106804. exitXRAsync(): Promise<unknown>;
  106805. /**
  106806. * Checks if a session would be supported for the creation options specified
  106807. * @param sessionMode session mode to check if supported eg. immersive-vr
  106808. * @returns true if supported
  106809. */
  106810. supportsSessionAsync(sessionMode: XRSessionMode): any;
  106811. /**
  106812. * @hidden
  106813. * Converts the render layer of xrSession to a render target
  106814. * @param session session to create render target for
  106815. * @param scene scene the new render target should be created for
  106816. */
  106817. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  106818. /**
  106819. * Disposes of the session manager
  106820. */
  106821. dispose(): void;
  106822. }
  106823. }
  106824. declare module BABYLON {
  106825. /**
  106826. * WebXR Camera which holds the views for the xrSession
  106827. * @see https://doc.babylonjs.com/how_to/webxr
  106828. */
  106829. export class WebXRCamera extends FreeCamera {
  106830. private static _TmpMatrix;
  106831. /**
  106832. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  106833. * @param name the name of the camera
  106834. * @param scene the scene to add the camera to
  106835. */
  106836. constructor(name: string, scene: Scene);
  106837. private _updateNumberOfRigCameras;
  106838. /** @hidden */
  106839. _updateForDualEyeDebugging(pupilDistance?: number): void;
  106840. /**
  106841. * Updates the cameras position from the current pose information of the XR session
  106842. * @param xrSessionManager the session containing pose information
  106843. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  106844. */
  106845. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  106846. }
  106847. }
  106848. declare module BABYLON {
  106849. /**
  106850. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  106851. */
  106852. export class WebXRManagedOutputCanvas implements IDisposable {
  106853. private helper;
  106854. private _canvas;
  106855. /**
  106856. * xrpresent context of the canvas which can be used to display/mirror xr content
  106857. */
  106858. canvasContext: WebGLRenderingContext;
  106859. /**
  106860. * xr layer for the canvas
  106861. */
  106862. xrLayer: Nullable<XRWebGLLayer>;
  106863. /**
  106864. * Initializes the xr layer for the session
  106865. * @param xrSession xr session
  106866. * @returns a promise that will resolve once the XR Layer has been created
  106867. */
  106868. initializeXRLayerAsync(xrSession: any): any;
  106869. /**
  106870. * Initializes the canvas to be added/removed upon entering/exiting xr
  106871. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  106872. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  106873. */
  106874. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  106875. /**
  106876. * Disposes of the object
  106877. */
  106878. dispose(): void;
  106879. private _setManagedOutputCanvas;
  106880. private _addCanvas;
  106881. private _removeCanvas;
  106882. }
  106883. }
  106884. declare module BABYLON {
  106885. /**
  106886. * States of the webXR experience
  106887. */
  106888. export enum WebXRState {
  106889. /**
  106890. * Transitioning to being in XR mode
  106891. */
  106892. ENTERING_XR = 0,
  106893. /**
  106894. * Transitioning to non XR mode
  106895. */
  106896. EXITING_XR = 1,
  106897. /**
  106898. * In XR mode and presenting
  106899. */
  106900. IN_XR = 2,
  106901. /**
  106902. * Not entered XR mode
  106903. */
  106904. NOT_IN_XR = 3
  106905. }
  106906. /**
  106907. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  106908. * @see https://doc.babylonjs.com/how_to/webxr
  106909. */
  106910. export class WebXRExperienceHelper implements IDisposable {
  106911. private scene;
  106912. /**
  106913. * 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
  106914. */
  106915. container: AbstractMesh;
  106916. /**
  106917. * Camera used to render xr content
  106918. */
  106919. camera: WebXRCamera;
  106920. /**
  106921. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  106922. */
  106923. state: WebXRState;
  106924. private _setState;
  106925. private static _TmpVector;
  106926. /**
  106927. * Fires when the state of the experience helper has changed
  106928. */
  106929. onStateChangedObservable: Observable<WebXRState>;
  106930. /** Session manager used to keep track of xr session */
  106931. sessionManager: WebXRSessionManager;
  106932. private _nonVRCamera;
  106933. private _originalSceneAutoClear;
  106934. private _supported;
  106935. /**
  106936. * Creates the experience helper
  106937. * @param scene the scene to attach the experience helper to
  106938. * @returns a promise for the experience helper
  106939. */
  106940. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  106941. /**
  106942. * Creates a WebXRExperienceHelper
  106943. * @param scene The scene the helper should be created in
  106944. */
  106945. private constructor();
  106946. /**
  106947. * Exits XR mode and returns the scene to its original state
  106948. * @returns promise that resolves after xr mode has exited
  106949. */
  106950. exitXRAsync(): Promise<unknown>;
  106951. /**
  106952. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  106953. * @param sessionCreationOptions options for the XR session
  106954. * @param referenceSpaceType frame of reference of the XR session
  106955. * @param outputCanvas the output canvas that will be used to enter XR mode
  106956. * @returns promise that resolves after xr mode has entered
  106957. */
  106958. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  106959. /**
  106960. * Updates the global position of the camera by moving the camera's container
  106961. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  106962. * @param position The desired global position of the camera
  106963. */
  106964. setPositionOfCameraUsingContainer(position: Vector3): void;
  106965. /**
  106966. * Rotates the xr camera by rotating the camera's container around the camera's position
  106967. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  106968. * @param rotation the desired quaternion rotation to apply to the camera
  106969. */
  106970. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  106971. /**
  106972. * Disposes of the experience helper
  106973. */
  106974. dispose(): void;
  106975. }
  106976. }
  106977. declare module BABYLON {
  106978. /**
  106979. * Button which can be used to enter a different mode of XR
  106980. */
  106981. export class WebXREnterExitUIButton {
  106982. /** button element */
  106983. element: HTMLElement;
  106984. /** XR initialization options for the button */
  106985. sessionMode: XRSessionMode;
  106986. /** Reference space type */
  106987. referenceSpaceType: XRReferenceSpaceType;
  106988. /**
  106989. * Creates a WebXREnterExitUIButton
  106990. * @param element button element
  106991. * @param sessionMode XR initialization session mode
  106992. * @param referenceSpaceType the type of reference space to be used
  106993. */
  106994. constructor(
  106995. /** button element */
  106996. element: HTMLElement,
  106997. /** XR initialization options for the button */
  106998. sessionMode: XRSessionMode,
  106999. /** Reference space type */
  107000. referenceSpaceType: XRReferenceSpaceType);
  107001. /**
  107002. * Overwritable function which can be used to update the button's visuals when the state changes
  107003. * @param activeButton the current active button in the UI
  107004. */
  107005. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  107006. }
  107007. /**
  107008. * Options to create the webXR UI
  107009. */
  107010. export class WebXREnterExitUIOptions {
  107011. /**
  107012. * Context to enter xr with
  107013. */
  107014. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  107015. /**
  107016. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  107017. */
  107018. customButtons?: Array<WebXREnterExitUIButton>;
  107019. }
  107020. /**
  107021. * UI to allow the user to enter/exit XR mode
  107022. */
  107023. export class WebXREnterExitUI implements IDisposable {
  107024. private scene;
  107025. private _overlay;
  107026. private _buttons;
  107027. private _activeButton;
  107028. /**
  107029. * Fired every time the active button is changed.
  107030. *
  107031. * When xr is entered via a button that launches xr that button will be the callback parameter
  107032. *
  107033. * When exiting xr the callback parameter will be null)
  107034. */
  107035. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  107036. /**
  107037. * Creates UI to allow the user to enter/exit XR mode
  107038. * @param scene the scene to add the ui to
  107039. * @param helper the xr experience helper to enter/exit xr with
  107040. * @param options options to configure the UI
  107041. * @returns the created ui
  107042. */
  107043. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  107044. private constructor();
  107045. private _updateButtons;
  107046. /**
  107047. * Disposes of the object
  107048. */
  107049. dispose(): void;
  107050. }
  107051. }
  107052. declare module BABYLON {
  107053. /**
  107054. * Represents an XR input
  107055. */
  107056. export class WebXRController {
  107057. private scene;
  107058. /** The underlying input source for the controller */
  107059. inputSource: XRInputSource;
  107060. private parentContainer;
  107061. /**
  107062. * 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
  107063. */
  107064. grip?: AbstractMesh;
  107065. /**
  107066. * Pointer which can be used to select objects or attach a visible laser to
  107067. */
  107068. pointer: AbstractMesh;
  107069. /**
  107070. * Event that fires when the controller is removed/disposed
  107071. */
  107072. onDisposeObservable: Observable<{}>;
  107073. private _tmpMatrix;
  107074. private _tmpQuaternion;
  107075. private _tmpVector;
  107076. /**
  107077. * Creates the controller
  107078. * @see https://doc.babylonjs.com/how_to/webxr
  107079. * @param scene the scene which the controller should be associated to
  107080. * @param inputSource the underlying input source for the controller
  107081. * @param parentContainer parent that the controller meshes should be children of
  107082. */
  107083. constructor(scene: Scene,
  107084. /** The underlying input source for the controller */
  107085. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  107086. /**
  107087. * Updates the controller pose based on the given XRFrame
  107088. * @param xrFrame xr frame to update the pose with
  107089. * @param referenceSpace reference space to use
  107090. */
  107091. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  107092. /**
  107093. * Gets a world space ray coming from the controller
  107094. * @param result the resulting ray
  107095. */
  107096. getWorldPointerRayToRef(result: Ray): void;
  107097. /**
  107098. * Disposes of the object
  107099. */
  107100. dispose(): void;
  107101. }
  107102. }
  107103. declare module BABYLON {
  107104. /**
  107105. * XR input used to track XR inputs such as controllers/rays
  107106. */
  107107. export class WebXRInput implements IDisposable {
  107108. /**
  107109. * Base experience the input listens to
  107110. */
  107111. baseExperience: WebXRExperienceHelper;
  107112. /**
  107113. * XR controllers being tracked
  107114. */
  107115. controllers: Array<WebXRController>;
  107116. private _frameObserver;
  107117. private _stateObserver;
  107118. /**
  107119. * Event when a controller has been connected/added
  107120. */
  107121. onControllerAddedObservable: Observable<WebXRController>;
  107122. /**
  107123. * Event when a controller has been removed/disconnected
  107124. */
  107125. onControllerRemovedObservable: Observable<WebXRController>;
  107126. /**
  107127. * Initializes the WebXRInput
  107128. * @param baseExperience experience helper which the input should be created for
  107129. */
  107130. constructor(
  107131. /**
  107132. * Base experience the input listens to
  107133. */
  107134. baseExperience: WebXRExperienceHelper);
  107135. private _onInputSourcesChange;
  107136. private _addAndRemoveControllers;
  107137. /**
  107138. * Disposes of the object
  107139. */
  107140. dispose(): void;
  107141. }
  107142. }
  107143. declare module BABYLON {
  107144. /**
  107145. * Enables teleportation
  107146. */
  107147. export class WebXRControllerTeleportation {
  107148. private _teleportationFillColor;
  107149. private _teleportationBorderColor;
  107150. private _tmpRay;
  107151. private _tmpVector;
  107152. /**
  107153. * Creates a WebXRControllerTeleportation
  107154. * @param input input manager to add teleportation to
  107155. * @param floorMeshes floormeshes which can be teleported to
  107156. */
  107157. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  107158. }
  107159. }
  107160. declare module BABYLON {
  107161. /**
  107162. * Handles pointer input automatically for the pointer of XR controllers
  107163. */
  107164. export class WebXRControllerPointerSelection {
  107165. private static _idCounter;
  107166. private _tmpRay;
  107167. /**
  107168. * Creates a WebXRControllerPointerSelection
  107169. * @param input input manager to setup pointer selection
  107170. */
  107171. constructor(input: WebXRInput);
  107172. private _convertNormalToDirectionOfRay;
  107173. private _updatePointerDistance;
  107174. }
  107175. }
  107176. declare module BABYLON {
  107177. /**
  107178. * Class used to represent data loading progression
  107179. */
  107180. export class SceneLoaderProgressEvent {
  107181. /** defines if data length to load can be evaluated */
  107182. readonly lengthComputable: boolean;
  107183. /** defines the loaded data length */
  107184. readonly loaded: number;
  107185. /** defines the data length to load */
  107186. readonly total: number;
  107187. /**
  107188. * Create a new progress event
  107189. * @param lengthComputable defines if data length to load can be evaluated
  107190. * @param loaded defines the loaded data length
  107191. * @param total defines the data length to load
  107192. */
  107193. constructor(
  107194. /** defines if data length to load can be evaluated */
  107195. lengthComputable: boolean,
  107196. /** defines the loaded data length */
  107197. loaded: number,
  107198. /** defines the data length to load */
  107199. total: number);
  107200. /**
  107201. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  107202. * @param event defines the source event
  107203. * @returns a new SceneLoaderProgressEvent
  107204. */
  107205. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  107206. }
  107207. /**
  107208. * Interface used by SceneLoader plugins to define supported file extensions
  107209. */
  107210. export interface ISceneLoaderPluginExtensions {
  107211. /**
  107212. * Defines the list of supported extensions
  107213. */
  107214. [extension: string]: {
  107215. isBinary: boolean;
  107216. };
  107217. }
  107218. /**
  107219. * Interface used by SceneLoader plugin factory
  107220. */
  107221. export interface ISceneLoaderPluginFactory {
  107222. /**
  107223. * Defines the name of the factory
  107224. */
  107225. name: string;
  107226. /**
  107227. * Function called to create a new plugin
  107228. * @return the new plugin
  107229. */
  107230. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  107231. /**
  107232. * Boolean indicating if the plugin can direct load specific data
  107233. */
  107234. canDirectLoad?: (data: string) => boolean;
  107235. }
  107236. /**
  107237. * Interface used to define a SceneLoader plugin
  107238. */
  107239. export interface ISceneLoaderPlugin {
  107240. /**
  107241. * The friendly name of this plugin.
  107242. */
  107243. name: string;
  107244. /**
  107245. * The file extensions supported by this plugin.
  107246. */
  107247. extensions: string | ISceneLoaderPluginExtensions;
  107248. /**
  107249. * Import meshes into a scene.
  107250. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107251. * @param scene The scene to import into
  107252. * @param data The data to import
  107253. * @param rootUrl The root url for scene and resources
  107254. * @param meshes The meshes array to import into
  107255. * @param particleSystems The particle systems array to import into
  107256. * @param skeletons The skeletons array to import into
  107257. * @param onError The callback when import fails
  107258. * @returns True if successful or false otherwise
  107259. */
  107260. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  107261. /**
  107262. * Load into a scene.
  107263. * @param scene The scene to load into
  107264. * @param data The data to import
  107265. * @param rootUrl The root url for scene and resources
  107266. * @param onError The callback when import fails
  107267. * @returns true if successful or false otherwise
  107268. */
  107269. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  107270. /**
  107271. * The callback that returns true if the data can be directly loaded.
  107272. */
  107273. canDirectLoad?: (data: string) => boolean;
  107274. /**
  107275. * The callback that allows custom handling of the root url based on the response url.
  107276. */
  107277. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  107278. /**
  107279. * Load into an asset container.
  107280. * @param scene The scene to load into
  107281. * @param data The data to import
  107282. * @param rootUrl The root url for scene and resources
  107283. * @param onError The callback when import fails
  107284. * @returns The loaded asset container
  107285. */
  107286. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  107287. }
  107288. /**
  107289. * Interface used to define an async SceneLoader plugin
  107290. */
  107291. export interface ISceneLoaderPluginAsync {
  107292. /**
  107293. * The friendly name of this plugin.
  107294. */
  107295. name: string;
  107296. /**
  107297. * The file extensions supported by this plugin.
  107298. */
  107299. extensions: string | ISceneLoaderPluginExtensions;
  107300. /**
  107301. * Import meshes into a scene.
  107302. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107303. * @param scene The scene to import into
  107304. * @param data The data to import
  107305. * @param rootUrl The root url for scene and resources
  107306. * @param onProgress The callback when the load progresses
  107307. * @param fileName Defines the name of the file to load
  107308. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  107309. */
  107310. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  107311. meshes: AbstractMesh[];
  107312. particleSystems: IParticleSystem[];
  107313. skeletons: Skeleton[];
  107314. animationGroups: AnimationGroup[];
  107315. }>;
  107316. /**
  107317. * Load into a scene.
  107318. * @param scene The scene to load into
  107319. * @param data The data to import
  107320. * @param rootUrl The root url for scene and resources
  107321. * @param onProgress The callback when the load progresses
  107322. * @param fileName Defines the name of the file to load
  107323. * @returns Nothing
  107324. */
  107325. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  107326. /**
  107327. * The callback that returns true if the data can be directly loaded.
  107328. */
  107329. canDirectLoad?: (data: string) => boolean;
  107330. /**
  107331. * The callback that allows custom handling of the root url based on the response url.
  107332. */
  107333. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  107334. /**
  107335. * Load into an asset container.
  107336. * @param scene The scene to load into
  107337. * @param data The data to import
  107338. * @param rootUrl The root url for scene and resources
  107339. * @param onProgress The callback when the load progresses
  107340. * @param fileName Defines the name of the file to load
  107341. * @returns The loaded asset container
  107342. */
  107343. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  107344. }
  107345. /**
  107346. * Class used to load scene from various file formats using registered plugins
  107347. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  107348. */
  107349. export class SceneLoader {
  107350. /**
  107351. * No logging while loading
  107352. */
  107353. static readonly NO_LOGGING: number;
  107354. /**
  107355. * Minimal logging while loading
  107356. */
  107357. static readonly MINIMAL_LOGGING: number;
  107358. /**
  107359. * Summary logging while loading
  107360. */
  107361. static readonly SUMMARY_LOGGING: number;
  107362. /**
  107363. * Detailled logging while loading
  107364. */
  107365. static readonly DETAILED_LOGGING: number;
  107366. /**
  107367. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  107368. */
  107369. static ForceFullSceneLoadingForIncremental: boolean;
  107370. /**
  107371. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  107372. */
  107373. static ShowLoadingScreen: boolean;
  107374. /**
  107375. * Defines the current logging level (while loading the scene)
  107376. * @ignorenaming
  107377. */
  107378. static loggingLevel: number;
  107379. /**
  107380. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  107381. */
  107382. static CleanBoneMatrixWeights: boolean;
  107383. /**
  107384. * Event raised when a plugin is used to load a scene
  107385. */
  107386. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  107387. private static _registeredPlugins;
  107388. private static _getDefaultPlugin;
  107389. private static _getPluginForExtension;
  107390. private static _getPluginForDirectLoad;
  107391. private static _getPluginForFilename;
  107392. private static _getDirectLoad;
  107393. private static _loadData;
  107394. private static _getFileInfo;
  107395. /**
  107396. * Gets a plugin that can load the given extension
  107397. * @param extension defines the extension to load
  107398. * @returns a plugin or null if none works
  107399. */
  107400. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  107401. /**
  107402. * Gets a boolean indicating that the given extension can be loaded
  107403. * @param extension defines the extension to load
  107404. * @returns true if the extension is supported
  107405. */
  107406. static IsPluginForExtensionAvailable(extension: string): boolean;
  107407. /**
  107408. * Adds a new plugin to the list of registered plugins
  107409. * @param plugin defines the plugin to add
  107410. */
  107411. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  107412. /**
  107413. * Import meshes into a scene
  107414. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107415. * @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)
  107416. * @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)
  107417. * @param scene the instance of BABYLON.Scene to append to
  107418. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  107419. * @param onProgress a callback with a progress event for each file being loaded
  107420. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107421. * @param pluginExtension the extension used to determine the plugin
  107422. * @returns The loaded plugin
  107423. */
  107424. 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>;
  107425. /**
  107426. * Import meshes into a scene
  107427. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107428. * @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)
  107429. * @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)
  107430. * @param scene the instance of BABYLON.Scene to append to
  107431. * @param onProgress a callback with a progress event for each file being loaded
  107432. * @param pluginExtension the extension used to determine the plugin
  107433. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  107434. */
  107435. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  107436. meshes: AbstractMesh[];
  107437. particleSystems: IParticleSystem[];
  107438. skeletons: Skeleton[];
  107439. animationGroups: AnimationGroup[];
  107440. }>;
  107441. /**
  107442. * Load a scene
  107443. * @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)
  107444. * @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)
  107445. * @param engine is the instance of BABYLON.Engine to use to create the scene
  107446. * @param onSuccess a callback with the scene when import succeeds
  107447. * @param onProgress a callback with a progress event for each file being loaded
  107448. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107449. * @param pluginExtension the extension used to determine the plugin
  107450. * @returns The loaded plugin
  107451. */
  107452. 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>;
  107453. /**
  107454. * Load a scene
  107455. * @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)
  107456. * @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)
  107457. * @param engine is the instance of BABYLON.Engine to use to create the scene
  107458. * @param onProgress a callback with a progress event for each file being loaded
  107459. * @param pluginExtension the extension used to determine the plugin
  107460. * @returns The loaded scene
  107461. */
  107462. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  107463. /**
  107464. * Append a scene
  107465. * @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)
  107466. * @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)
  107467. * @param scene is the instance of BABYLON.Scene to append to
  107468. * @param onSuccess a callback with the scene when import succeeds
  107469. * @param onProgress a callback with a progress event for each file being loaded
  107470. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107471. * @param pluginExtension the extension used to determine the plugin
  107472. * @returns The loaded plugin
  107473. */
  107474. 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>;
  107475. /**
  107476. * Append a scene
  107477. * @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)
  107478. * @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)
  107479. * @param scene is the instance of BABYLON.Scene to append to
  107480. * @param onProgress a callback with a progress event for each file being loaded
  107481. * @param pluginExtension the extension used to determine the plugin
  107482. * @returns The given scene
  107483. */
  107484. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  107485. /**
  107486. * Load a scene into an asset container
  107487. * @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)
  107488. * @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)
  107489. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  107490. * @param onSuccess a callback with the scene when import succeeds
  107491. * @param onProgress a callback with a progress event for each file being loaded
  107492. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107493. * @param pluginExtension the extension used to determine the plugin
  107494. * @returns The loaded plugin
  107495. */
  107496. 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>;
  107497. /**
  107498. * Load a scene into an asset container
  107499. * @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)
  107500. * @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)
  107501. * @param scene is the instance of Scene to append to
  107502. * @param onProgress a callback with a progress event for each file being loaded
  107503. * @param pluginExtension the extension used to determine the plugin
  107504. * @returns The loaded asset container
  107505. */
  107506. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  107507. }
  107508. }
  107509. declare module BABYLON {
  107510. /**
  107511. * Generic Controller
  107512. */
  107513. export class GenericController extends WebVRController {
  107514. /**
  107515. * Base Url for the controller model.
  107516. */
  107517. static readonly MODEL_BASE_URL: string;
  107518. /**
  107519. * File name for the controller model.
  107520. */
  107521. static readonly MODEL_FILENAME: string;
  107522. /**
  107523. * Creates a new GenericController from a gamepad
  107524. * @param vrGamepad the gamepad that the controller should be created from
  107525. */
  107526. constructor(vrGamepad: any);
  107527. /**
  107528. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107529. * @param scene scene in which to add meshes
  107530. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107531. */
  107532. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107533. /**
  107534. * Called once for each button that changed state since the last frame
  107535. * @param buttonIdx Which button index changed
  107536. * @param state New state of the button
  107537. * @param changes Which properties on the state changed since last frame
  107538. */
  107539. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107540. }
  107541. }
  107542. declare module BABYLON {
  107543. /**
  107544. * Defines the WindowsMotionController object that the state of the windows motion controller
  107545. */
  107546. export class WindowsMotionController extends WebVRController {
  107547. /**
  107548. * The base url used to load the left and right controller models
  107549. */
  107550. static MODEL_BASE_URL: string;
  107551. /**
  107552. * The name of the left controller model file
  107553. */
  107554. static MODEL_LEFT_FILENAME: string;
  107555. /**
  107556. * The name of the right controller model file
  107557. */
  107558. static MODEL_RIGHT_FILENAME: string;
  107559. /**
  107560. * The controller name prefix for this controller type
  107561. */
  107562. static readonly GAMEPAD_ID_PREFIX: string;
  107563. /**
  107564. * The controller id pattern for this controller type
  107565. */
  107566. private static readonly GAMEPAD_ID_PATTERN;
  107567. private _loadedMeshInfo;
  107568. private readonly _mapping;
  107569. /**
  107570. * Fired when the trackpad on this controller is clicked
  107571. */
  107572. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  107573. /**
  107574. * Fired when the trackpad on this controller is modified
  107575. */
  107576. onTrackpadValuesChangedObservable: Observable<StickValues>;
  107577. /**
  107578. * The current x and y values of this controller's trackpad
  107579. */
  107580. trackpad: StickValues;
  107581. /**
  107582. * Creates a new WindowsMotionController from a gamepad
  107583. * @param vrGamepad the gamepad that the controller should be created from
  107584. */
  107585. constructor(vrGamepad: any);
  107586. /**
  107587. * Fired when the trigger on this controller is modified
  107588. */
  107589. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107590. /**
  107591. * Fired when the menu button on this controller is modified
  107592. */
  107593. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107594. /**
  107595. * Fired when the grip button on this controller is modified
  107596. */
  107597. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107598. /**
  107599. * Fired when the thumbstick button on this controller is modified
  107600. */
  107601. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107602. /**
  107603. * Fired when the touchpad button on this controller is modified
  107604. */
  107605. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107606. /**
  107607. * Fired when the touchpad values on this controller are modified
  107608. */
  107609. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  107610. private _updateTrackpad;
  107611. /**
  107612. * Called once per frame by the engine.
  107613. */
  107614. update(): void;
  107615. /**
  107616. * Called once for each button that changed state since the last frame
  107617. * @param buttonIdx Which button index changed
  107618. * @param state New state of the button
  107619. * @param changes Which properties on the state changed since last frame
  107620. */
  107621. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107622. /**
  107623. * Moves the buttons on the controller mesh based on their current state
  107624. * @param buttonName the name of the button to move
  107625. * @param buttonValue the value of the button which determines the buttons new position
  107626. */
  107627. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  107628. /**
  107629. * Moves the axis on the controller mesh based on its current state
  107630. * @param axis the index of the axis
  107631. * @param axisValue the value of the axis which determines the meshes new position
  107632. * @hidden
  107633. */
  107634. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  107635. /**
  107636. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107637. * @param scene scene in which to add meshes
  107638. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107639. */
  107640. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  107641. /**
  107642. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  107643. * can be transformed by button presses and axes values, based on this._mapping.
  107644. *
  107645. * @param scene scene in which the meshes exist
  107646. * @param meshes list of meshes that make up the controller model to process
  107647. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  107648. */
  107649. private processModel;
  107650. private createMeshInfo;
  107651. /**
  107652. * Gets the ray of the controller in the direction the controller is pointing
  107653. * @param length the length the resulting ray should be
  107654. * @returns a ray in the direction the controller is pointing
  107655. */
  107656. getForwardRay(length?: number): Ray;
  107657. /**
  107658. * Disposes of the controller
  107659. */
  107660. dispose(): void;
  107661. }
  107662. }
  107663. declare module BABYLON {
  107664. /**
  107665. * Oculus Touch Controller
  107666. */
  107667. export class OculusTouchController extends WebVRController {
  107668. /**
  107669. * Base Url for the controller model.
  107670. */
  107671. static MODEL_BASE_URL: string;
  107672. /**
  107673. * File name for the left controller model.
  107674. */
  107675. static MODEL_LEFT_FILENAME: string;
  107676. /**
  107677. * File name for the right controller model.
  107678. */
  107679. static MODEL_RIGHT_FILENAME: string;
  107680. /**
  107681. * Base Url for the Quest controller model.
  107682. */
  107683. static QUEST_MODEL_BASE_URL: string;
  107684. /**
  107685. * @hidden
  107686. * If the controllers are running on a device that needs the updated Quest controller models
  107687. */
  107688. static _IsQuest: boolean;
  107689. /**
  107690. * Fired when the secondary trigger on this controller is modified
  107691. */
  107692. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  107693. /**
  107694. * Fired when the thumb rest on this controller is modified
  107695. */
  107696. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  107697. /**
  107698. * Creates a new OculusTouchController from a gamepad
  107699. * @param vrGamepad the gamepad that the controller should be created from
  107700. */
  107701. constructor(vrGamepad: any);
  107702. /**
  107703. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107704. * @param scene scene in which to add meshes
  107705. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107706. */
  107707. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107708. /**
  107709. * Fired when the A button on this controller is modified
  107710. */
  107711. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107712. /**
  107713. * Fired when the B button on this controller is modified
  107714. */
  107715. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107716. /**
  107717. * Fired when the X button on this controller is modified
  107718. */
  107719. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107720. /**
  107721. * Fired when the Y button on this controller is modified
  107722. */
  107723. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107724. /**
  107725. * Called once for each button that changed state since the last frame
  107726. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  107727. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  107728. * 2) secondary trigger (same)
  107729. * 3) A (right) X (left), touch, pressed = value
  107730. * 4) B / Y
  107731. * 5) thumb rest
  107732. * @param buttonIdx Which button index changed
  107733. * @param state New state of the button
  107734. * @param changes Which properties on the state changed since last frame
  107735. */
  107736. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107737. }
  107738. }
  107739. declare module BABYLON {
  107740. /**
  107741. * Vive Controller
  107742. */
  107743. export class ViveController extends WebVRController {
  107744. /**
  107745. * Base Url for the controller model.
  107746. */
  107747. static MODEL_BASE_URL: string;
  107748. /**
  107749. * File name for the controller model.
  107750. */
  107751. static MODEL_FILENAME: string;
  107752. /**
  107753. * Creates a new ViveController from a gamepad
  107754. * @param vrGamepad the gamepad that the controller should be created from
  107755. */
  107756. constructor(vrGamepad: any);
  107757. /**
  107758. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107759. * @param scene scene in which to add meshes
  107760. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107761. */
  107762. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107763. /**
  107764. * Fired when the left button on this controller is modified
  107765. */
  107766. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107767. /**
  107768. * Fired when the right button on this controller is modified
  107769. */
  107770. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107771. /**
  107772. * Fired when the menu button on this controller is modified
  107773. */
  107774. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107775. /**
  107776. * Called once for each button that changed state since the last frame
  107777. * Vive mapping:
  107778. * 0: touchpad
  107779. * 1: trigger
  107780. * 2: left AND right buttons
  107781. * 3: menu button
  107782. * @param buttonIdx Which button index changed
  107783. * @param state New state of the button
  107784. * @param changes Which properties on the state changed since last frame
  107785. */
  107786. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107787. }
  107788. }
  107789. declare module BABYLON {
  107790. /**
  107791. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  107792. */
  107793. export class WebXRControllerModelLoader {
  107794. /**
  107795. * Creates the WebXRControllerModelLoader
  107796. * @param input xr input that creates the controllers
  107797. */
  107798. constructor(input: WebXRInput);
  107799. }
  107800. }
  107801. declare module BABYLON {
  107802. /**
  107803. * Contains an array of blocks representing the octree
  107804. */
  107805. export interface IOctreeContainer<T> {
  107806. /**
  107807. * Blocks within the octree
  107808. */
  107809. blocks: Array<OctreeBlock<T>>;
  107810. }
  107811. /**
  107812. * Class used to store a cell in an octree
  107813. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107814. */
  107815. export class OctreeBlock<T> {
  107816. /**
  107817. * Gets the content of the current block
  107818. */
  107819. entries: T[];
  107820. /**
  107821. * Gets the list of block children
  107822. */
  107823. blocks: Array<OctreeBlock<T>>;
  107824. private _depth;
  107825. private _maxDepth;
  107826. private _capacity;
  107827. private _minPoint;
  107828. private _maxPoint;
  107829. private _boundingVectors;
  107830. private _creationFunc;
  107831. /**
  107832. * Creates a new block
  107833. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  107834. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  107835. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  107836. * @param depth defines the current depth of this block in the octree
  107837. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  107838. * @param creationFunc defines a callback to call when an element is added to the block
  107839. */
  107840. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  107841. /**
  107842. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  107843. */
  107844. readonly capacity: number;
  107845. /**
  107846. * Gets the minimum vector (in world space) of the block's bounding box
  107847. */
  107848. readonly minPoint: Vector3;
  107849. /**
  107850. * Gets the maximum vector (in world space) of the block's bounding box
  107851. */
  107852. readonly maxPoint: Vector3;
  107853. /**
  107854. * Add a new element to this block
  107855. * @param entry defines the element to add
  107856. */
  107857. addEntry(entry: T): void;
  107858. /**
  107859. * Remove an element from this block
  107860. * @param entry defines the element to remove
  107861. */
  107862. removeEntry(entry: T): void;
  107863. /**
  107864. * Add an array of elements to this block
  107865. * @param entries defines the array of elements to add
  107866. */
  107867. addEntries(entries: T[]): void;
  107868. /**
  107869. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  107870. * @param frustumPlanes defines the frustum planes to test
  107871. * @param selection defines the array to store current content if selection is positive
  107872. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107873. */
  107874. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  107875. /**
  107876. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  107877. * @param sphereCenter defines the bounding sphere center
  107878. * @param sphereRadius defines the bounding sphere radius
  107879. * @param selection defines the array to store current content if selection is positive
  107880. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107881. */
  107882. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  107883. /**
  107884. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  107885. * @param ray defines the ray to test with
  107886. * @param selection defines the array to store current content if selection is positive
  107887. */
  107888. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  107889. /**
  107890. * Subdivide the content into child blocks (this block will then be empty)
  107891. */
  107892. createInnerBlocks(): void;
  107893. /**
  107894. * @hidden
  107895. */
  107896. 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;
  107897. }
  107898. }
  107899. declare module BABYLON {
  107900. /**
  107901. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  107902. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107903. */
  107904. export class Octree<T> {
  107905. /** 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.) */
  107906. maxDepth: number;
  107907. /**
  107908. * Blocks within the octree containing objects
  107909. */
  107910. blocks: Array<OctreeBlock<T>>;
  107911. /**
  107912. * Content stored in the octree
  107913. */
  107914. dynamicContent: T[];
  107915. private _maxBlockCapacity;
  107916. private _selectionContent;
  107917. private _creationFunc;
  107918. /**
  107919. * Creates a octree
  107920. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107921. * @param creationFunc function to be used to instatiate the octree
  107922. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  107923. * @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.)
  107924. */
  107925. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  107926. /** 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.) */
  107927. maxDepth?: number);
  107928. /**
  107929. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  107930. * @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);
  107931. * @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);
  107932. * @param entries meshes to be added to the octree blocks
  107933. */
  107934. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  107935. /**
  107936. * Adds a mesh to the octree
  107937. * @param entry Mesh to add to the octree
  107938. */
  107939. addMesh(entry: T): void;
  107940. /**
  107941. * Remove an element from the octree
  107942. * @param entry defines the element to remove
  107943. */
  107944. removeMesh(entry: T): void;
  107945. /**
  107946. * Selects an array of meshes within the frustum
  107947. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  107948. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  107949. * @returns array of meshes within the frustum
  107950. */
  107951. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  107952. /**
  107953. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  107954. * @param sphereCenter defines the bounding sphere center
  107955. * @param sphereRadius defines the bounding sphere radius
  107956. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107957. * @returns an array of objects that intersect the sphere
  107958. */
  107959. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  107960. /**
  107961. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  107962. * @param ray defines the ray to test with
  107963. * @returns array of intersected objects
  107964. */
  107965. intersectsRay(ray: Ray): SmartArray<T>;
  107966. /**
  107967. * Adds a mesh into the octree block if it intersects the block
  107968. */
  107969. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  107970. /**
  107971. * Adds a submesh into the octree block if it intersects the block
  107972. */
  107973. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  107974. }
  107975. }
  107976. declare module BABYLON {
  107977. interface Scene {
  107978. /**
  107979. * @hidden
  107980. * Backing Filed
  107981. */
  107982. _selectionOctree: Octree<AbstractMesh>;
  107983. /**
  107984. * Gets the octree used to boost mesh selection (picking)
  107985. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107986. */
  107987. selectionOctree: Octree<AbstractMesh>;
  107988. /**
  107989. * Creates or updates the octree used to boost selection (picking)
  107990. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107991. * @param maxCapacity defines the maximum capacity per leaf
  107992. * @param maxDepth defines the maximum depth of the octree
  107993. * @returns an octree of AbstractMesh
  107994. */
  107995. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  107996. }
  107997. interface AbstractMesh {
  107998. /**
  107999. * @hidden
  108000. * Backing Field
  108001. */
  108002. _submeshesOctree: Octree<SubMesh>;
  108003. /**
  108004. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  108005. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  108006. * @param maxCapacity defines the maximum size of each block (64 by default)
  108007. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  108008. * @returns the new octree
  108009. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  108010. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108011. */
  108012. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  108013. }
  108014. /**
  108015. * Defines the octree scene component responsible to manage any octrees
  108016. * in a given scene.
  108017. */
  108018. export class OctreeSceneComponent {
  108019. /**
  108020. * The component name help to identify the component in the list of scene components.
  108021. */
  108022. readonly name: string;
  108023. /**
  108024. * The scene the component belongs to.
  108025. */
  108026. scene: Scene;
  108027. /**
  108028. * Indicates if the meshes have been checked to make sure they are isEnabled()
  108029. */
  108030. readonly checksIsEnabled: boolean;
  108031. /**
  108032. * Creates a new instance of the component for the given scene
  108033. * @param scene Defines the scene to register the component in
  108034. */
  108035. constructor(scene: Scene);
  108036. /**
  108037. * Registers the component in a given scene
  108038. */
  108039. register(): void;
  108040. /**
  108041. * Return the list of active meshes
  108042. * @returns the list of active meshes
  108043. */
  108044. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  108045. /**
  108046. * Return the list of active sub meshes
  108047. * @param mesh The mesh to get the candidates sub meshes from
  108048. * @returns the list of active sub meshes
  108049. */
  108050. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  108051. private _tempRay;
  108052. /**
  108053. * Return the list of sub meshes intersecting with a given local ray
  108054. * @param mesh defines the mesh to find the submesh for
  108055. * @param localRay defines the ray in local space
  108056. * @returns the list of intersecting sub meshes
  108057. */
  108058. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  108059. /**
  108060. * Return the list of sub meshes colliding with a collider
  108061. * @param mesh defines the mesh to find the submesh for
  108062. * @param collider defines the collider to evaluate the collision against
  108063. * @returns the list of colliding sub meshes
  108064. */
  108065. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  108066. /**
  108067. * Rebuilds the elements related to this component in case of
  108068. * context lost for instance.
  108069. */
  108070. rebuild(): void;
  108071. /**
  108072. * Disposes the component and the associated ressources.
  108073. */
  108074. dispose(): void;
  108075. }
  108076. }
  108077. declare module BABYLON {
  108078. /**
  108079. * Renders a layer on top of an existing scene
  108080. */
  108081. export class UtilityLayerRenderer implements IDisposable {
  108082. /** the original scene that will be rendered on top of */
  108083. originalScene: Scene;
  108084. private _pointerCaptures;
  108085. private _lastPointerEvents;
  108086. private static _DefaultUtilityLayer;
  108087. private static _DefaultKeepDepthUtilityLayer;
  108088. private _sharedGizmoLight;
  108089. private _renderCamera;
  108090. /**
  108091. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  108092. * @returns the camera that is used when rendering the utility layer
  108093. */
  108094. getRenderCamera(): Nullable<Camera>;
  108095. /**
  108096. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  108097. * @param cam the camera that should be used when rendering the utility layer
  108098. */
  108099. setRenderCamera(cam: Nullable<Camera>): void;
  108100. /**
  108101. * @hidden
  108102. * Light which used by gizmos to get light shading
  108103. */
  108104. _getSharedGizmoLight(): HemisphericLight;
  108105. /**
  108106. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  108107. */
  108108. pickUtilitySceneFirst: boolean;
  108109. /**
  108110. * 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)
  108111. */
  108112. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  108113. /**
  108114. * 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)
  108115. */
  108116. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  108117. /**
  108118. * The scene that is rendered on top of the original scene
  108119. */
  108120. utilityLayerScene: Scene;
  108121. /**
  108122. * If the utility layer should automatically be rendered on top of existing scene
  108123. */
  108124. shouldRender: boolean;
  108125. /**
  108126. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  108127. */
  108128. onlyCheckPointerDownEvents: boolean;
  108129. /**
  108130. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  108131. */
  108132. processAllEvents: boolean;
  108133. /**
  108134. * Observable raised when the pointer move from the utility layer scene to the main scene
  108135. */
  108136. onPointerOutObservable: Observable<number>;
  108137. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  108138. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  108139. private _afterRenderObserver;
  108140. private _sceneDisposeObserver;
  108141. private _originalPointerObserver;
  108142. /**
  108143. * Instantiates a UtilityLayerRenderer
  108144. * @param originalScene the original scene that will be rendered on top of
  108145. * @param handleEvents boolean indicating if the utility layer should handle events
  108146. */
  108147. constructor(
  108148. /** the original scene that will be rendered on top of */
  108149. originalScene: Scene, handleEvents?: boolean);
  108150. private _notifyObservers;
  108151. /**
  108152. * Renders the utility layers scene on top of the original scene
  108153. */
  108154. render(): void;
  108155. /**
  108156. * Disposes of the renderer
  108157. */
  108158. dispose(): void;
  108159. private _updateCamera;
  108160. }
  108161. }
  108162. declare module BABYLON {
  108163. /**
  108164. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  108165. */
  108166. export class Gizmo implements IDisposable {
  108167. /** The utility layer the gizmo will be added to */
  108168. gizmoLayer: UtilityLayerRenderer;
  108169. /**
  108170. * The root mesh of the gizmo
  108171. */
  108172. _rootMesh: Mesh;
  108173. private _attachedMesh;
  108174. /**
  108175. * Ratio for the scale of the gizmo (Default: 1)
  108176. */
  108177. scaleRatio: number;
  108178. /**
  108179. * If a custom mesh has been set (Default: false)
  108180. */
  108181. protected _customMeshSet: boolean;
  108182. /**
  108183. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  108184. * * When set, interactions will be enabled
  108185. */
  108186. attachedMesh: Nullable<AbstractMesh>;
  108187. /**
  108188. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  108189. * @param mesh The mesh to replace the default mesh of the gizmo
  108190. */
  108191. setCustomMesh(mesh: Mesh): void;
  108192. /**
  108193. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  108194. */
  108195. updateGizmoRotationToMatchAttachedMesh: boolean;
  108196. /**
  108197. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  108198. */
  108199. updateGizmoPositionToMatchAttachedMesh: boolean;
  108200. /**
  108201. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  108202. */
  108203. updateScale: boolean;
  108204. protected _interactionsEnabled: boolean;
  108205. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108206. private _beforeRenderObserver;
  108207. private _tempVector;
  108208. /**
  108209. * Creates a gizmo
  108210. * @param gizmoLayer The utility layer the gizmo will be added to
  108211. */
  108212. constructor(
  108213. /** The utility layer the gizmo will be added to */
  108214. gizmoLayer?: UtilityLayerRenderer);
  108215. /**
  108216. * Updates the gizmo to match the attached mesh's position/rotation
  108217. */
  108218. protected _update(): void;
  108219. /**
  108220. * Disposes of the gizmo
  108221. */
  108222. dispose(): void;
  108223. }
  108224. }
  108225. declare module BABYLON {
  108226. /**
  108227. * Single plane drag gizmo
  108228. */
  108229. export class PlaneDragGizmo extends Gizmo {
  108230. /**
  108231. * Drag behavior responsible for the gizmos dragging interactions
  108232. */
  108233. dragBehavior: PointerDragBehavior;
  108234. private _pointerObserver;
  108235. /**
  108236. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108237. */
  108238. snapDistance: number;
  108239. /**
  108240. * Event that fires each time the gizmo snaps to a new location.
  108241. * * snapDistance is the the change in distance
  108242. */
  108243. onSnapObservable: Observable<{
  108244. snapDistance: number;
  108245. }>;
  108246. private _plane;
  108247. private _coloredMaterial;
  108248. private _hoverMaterial;
  108249. private _isEnabled;
  108250. private _parent;
  108251. /** @hidden */
  108252. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  108253. /** @hidden */
  108254. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  108255. /**
  108256. * Creates a PlaneDragGizmo
  108257. * @param gizmoLayer The utility layer the gizmo will be added to
  108258. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  108259. * @param color The color of the gizmo
  108260. */
  108261. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  108262. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108263. /**
  108264. * If the gizmo is enabled
  108265. */
  108266. isEnabled: boolean;
  108267. /**
  108268. * Disposes of the gizmo
  108269. */
  108270. dispose(): void;
  108271. }
  108272. }
  108273. declare module BABYLON {
  108274. /**
  108275. * Gizmo that enables dragging a mesh along 3 axis
  108276. */
  108277. export class PositionGizmo extends Gizmo {
  108278. /**
  108279. * Internal gizmo used for interactions on the x axis
  108280. */
  108281. xGizmo: AxisDragGizmo;
  108282. /**
  108283. * Internal gizmo used for interactions on the y axis
  108284. */
  108285. yGizmo: AxisDragGizmo;
  108286. /**
  108287. * Internal gizmo used for interactions on the z axis
  108288. */
  108289. zGizmo: AxisDragGizmo;
  108290. /**
  108291. * Internal gizmo used for interactions on the yz plane
  108292. */
  108293. xPlaneGizmo: PlaneDragGizmo;
  108294. /**
  108295. * Internal gizmo used for interactions on the xz plane
  108296. */
  108297. yPlaneGizmo: PlaneDragGizmo;
  108298. /**
  108299. * Internal gizmo used for interactions on the xy plane
  108300. */
  108301. zPlaneGizmo: PlaneDragGizmo;
  108302. /**
  108303. * private variables
  108304. */
  108305. private _meshAttached;
  108306. private _updateGizmoRotationToMatchAttachedMesh;
  108307. private _snapDistance;
  108308. private _scaleRatio;
  108309. /** Fires an event when any of it's sub gizmos are dragged */
  108310. onDragStartObservable: Observable<unknown>;
  108311. /** Fires an event when any of it's sub gizmos are released from dragging */
  108312. onDragEndObservable: Observable<unknown>;
  108313. /**
  108314. * If set to true, planar drag is enabled
  108315. */
  108316. private _planarGizmoEnabled;
  108317. attachedMesh: Nullable<AbstractMesh>;
  108318. /**
  108319. * Creates a PositionGizmo
  108320. * @param gizmoLayer The utility layer the gizmo will be added to
  108321. */
  108322. constructor(gizmoLayer?: UtilityLayerRenderer);
  108323. /**
  108324. * If the planar drag gizmo is enabled
  108325. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  108326. */
  108327. planarGizmoEnabled: boolean;
  108328. updateGizmoRotationToMatchAttachedMesh: boolean;
  108329. /**
  108330. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108331. */
  108332. snapDistance: number;
  108333. /**
  108334. * Ratio for the scale of the gizmo (Default: 1)
  108335. */
  108336. scaleRatio: number;
  108337. /**
  108338. * Disposes of the gizmo
  108339. */
  108340. dispose(): void;
  108341. /**
  108342. * CustomMeshes are not supported by this gizmo
  108343. * @param mesh The mesh to replace the default mesh of the gizmo
  108344. */
  108345. setCustomMesh(mesh: Mesh): void;
  108346. }
  108347. }
  108348. declare module BABYLON {
  108349. /**
  108350. * Single axis drag gizmo
  108351. */
  108352. export class AxisDragGizmo extends Gizmo {
  108353. /**
  108354. * Drag behavior responsible for the gizmos dragging interactions
  108355. */
  108356. dragBehavior: PointerDragBehavior;
  108357. private _pointerObserver;
  108358. /**
  108359. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108360. */
  108361. snapDistance: number;
  108362. /**
  108363. * Event that fires each time the gizmo snaps to a new location.
  108364. * * snapDistance is the the change in distance
  108365. */
  108366. onSnapObservable: Observable<{
  108367. snapDistance: number;
  108368. }>;
  108369. private _isEnabled;
  108370. private _parent;
  108371. private _arrow;
  108372. private _coloredMaterial;
  108373. private _hoverMaterial;
  108374. /** @hidden */
  108375. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  108376. /** @hidden */
  108377. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  108378. /**
  108379. * Creates an AxisDragGizmo
  108380. * @param gizmoLayer The utility layer the gizmo will be added to
  108381. * @param dragAxis The axis which the gizmo will be able to drag on
  108382. * @param color The color of the gizmo
  108383. */
  108384. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  108385. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108386. /**
  108387. * If the gizmo is enabled
  108388. */
  108389. isEnabled: boolean;
  108390. /**
  108391. * Disposes of the gizmo
  108392. */
  108393. dispose(): void;
  108394. }
  108395. }
  108396. declare module BABYLON.Debug {
  108397. /**
  108398. * The Axes viewer will show 3 axes in a specific point in space
  108399. */
  108400. export class AxesViewer {
  108401. private _xAxis;
  108402. private _yAxis;
  108403. private _zAxis;
  108404. private _scaleLinesFactor;
  108405. private _instanced;
  108406. /**
  108407. * Gets the hosting scene
  108408. */
  108409. scene: Scene;
  108410. /**
  108411. * Gets or sets a number used to scale line length
  108412. */
  108413. scaleLines: number;
  108414. /** Gets the node hierarchy used to render x-axis */
  108415. readonly xAxis: TransformNode;
  108416. /** Gets the node hierarchy used to render y-axis */
  108417. readonly yAxis: TransformNode;
  108418. /** Gets the node hierarchy used to render z-axis */
  108419. readonly zAxis: TransformNode;
  108420. /**
  108421. * Creates a new AxesViewer
  108422. * @param scene defines the hosting scene
  108423. * @param scaleLines defines a number used to scale line length (1 by default)
  108424. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  108425. * @param xAxis defines the node hierarchy used to render the x-axis
  108426. * @param yAxis defines the node hierarchy used to render the y-axis
  108427. * @param zAxis defines the node hierarchy used to render the z-axis
  108428. */
  108429. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  108430. /**
  108431. * Force the viewer to update
  108432. * @param position defines the position of the viewer
  108433. * @param xaxis defines the x axis of the viewer
  108434. * @param yaxis defines the y axis of the viewer
  108435. * @param zaxis defines the z axis of the viewer
  108436. */
  108437. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  108438. /**
  108439. * Creates an instance of this axes viewer.
  108440. * @returns a new axes viewer with instanced meshes
  108441. */
  108442. createInstance(): AxesViewer;
  108443. /** Releases resources */
  108444. dispose(): void;
  108445. private static _SetRenderingGroupId;
  108446. }
  108447. }
  108448. declare module BABYLON.Debug {
  108449. /**
  108450. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  108451. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  108452. */
  108453. export class BoneAxesViewer extends AxesViewer {
  108454. /**
  108455. * Gets or sets the target mesh where to display the axes viewer
  108456. */
  108457. mesh: Nullable<Mesh>;
  108458. /**
  108459. * Gets or sets the target bone where to display the axes viewer
  108460. */
  108461. bone: Nullable<Bone>;
  108462. /** Gets current position */
  108463. pos: Vector3;
  108464. /** Gets direction of X axis */
  108465. xaxis: Vector3;
  108466. /** Gets direction of Y axis */
  108467. yaxis: Vector3;
  108468. /** Gets direction of Z axis */
  108469. zaxis: Vector3;
  108470. /**
  108471. * Creates a new BoneAxesViewer
  108472. * @param scene defines the hosting scene
  108473. * @param bone defines the target bone
  108474. * @param mesh defines the target mesh
  108475. * @param scaleLines defines a scaling factor for line length (1 by default)
  108476. */
  108477. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  108478. /**
  108479. * Force the viewer to update
  108480. */
  108481. update(): void;
  108482. /** Releases resources */
  108483. dispose(): void;
  108484. }
  108485. }
  108486. declare module BABYLON {
  108487. /**
  108488. * Interface used to define scene explorer extensibility option
  108489. */
  108490. export interface IExplorerExtensibilityOption {
  108491. /**
  108492. * Define the option label
  108493. */
  108494. label: string;
  108495. /**
  108496. * Defines the action to execute on click
  108497. */
  108498. action: (entity: any) => void;
  108499. }
  108500. /**
  108501. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  108502. */
  108503. export interface IExplorerExtensibilityGroup {
  108504. /**
  108505. * Defines a predicate to test if a given type mut be extended
  108506. */
  108507. predicate: (entity: any) => boolean;
  108508. /**
  108509. * Gets the list of options added to a type
  108510. */
  108511. entries: IExplorerExtensibilityOption[];
  108512. }
  108513. /**
  108514. * Interface used to define the options to use to create the Inspector
  108515. */
  108516. export interface IInspectorOptions {
  108517. /**
  108518. * Display in overlay mode (default: false)
  108519. */
  108520. overlay?: boolean;
  108521. /**
  108522. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  108523. */
  108524. globalRoot?: HTMLElement;
  108525. /**
  108526. * Display the Scene explorer
  108527. */
  108528. showExplorer?: boolean;
  108529. /**
  108530. * Display the property inspector
  108531. */
  108532. showInspector?: boolean;
  108533. /**
  108534. * Display in embed mode (both panes on the right)
  108535. */
  108536. embedMode?: boolean;
  108537. /**
  108538. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  108539. */
  108540. handleResize?: boolean;
  108541. /**
  108542. * Allow the panes to popup (default: true)
  108543. */
  108544. enablePopup?: boolean;
  108545. /**
  108546. * Allow the panes to be closed by users (default: true)
  108547. */
  108548. enableClose?: boolean;
  108549. /**
  108550. * Optional list of extensibility entries
  108551. */
  108552. explorerExtensibility?: IExplorerExtensibilityGroup[];
  108553. /**
  108554. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  108555. */
  108556. inspectorURL?: string;
  108557. }
  108558. interface Scene {
  108559. /**
  108560. * @hidden
  108561. * Backing field
  108562. */
  108563. _debugLayer: DebugLayer;
  108564. /**
  108565. * Gets the debug layer (aka Inspector) associated with the scene
  108566. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108567. */
  108568. debugLayer: DebugLayer;
  108569. }
  108570. /**
  108571. * The debug layer (aka Inspector) is the go to tool in order to better understand
  108572. * what is happening in your scene
  108573. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108574. */
  108575. export class DebugLayer {
  108576. /**
  108577. * Define the url to get the inspector script from.
  108578. * By default it uses the babylonjs CDN.
  108579. * @ignoreNaming
  108580. */
  108581. static InspectorURL: string;
  108582. private _scene;
  108583. private BJSINSPECTOR;
  108584. private _onPropertyChangedObservable?;
  108585. /**
  108586. * Observable triggered when a property is changed through the inspector.
  108587. */
  108588. readonly onPropertyChangedObservable: any;
  108589. /**
  108590. * Instantiates a new debug layer.
  108591. * The debug layer (aka Inspector) is the go to tool in order to better understand
  108592. * what is happening in your scene
  108593. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108594. * @param scene Defines the scene to inspect
  108595. */
  108596. constructor(scene: Scene);
  108597. /** Creates the inspector window. */
  108598. private _createInspector;
  108599. /**
  108600. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  108601. * @param entity defines the entity to select
  108602. * @param lineContainerTitle defines the specific block to highlight
  108603. */
  108604. select(entity: any, lineContainerTitle?: string): void;
  108605. /** Get the inspector from bundle or global */
  108606. private _getGlobalInspector;
  108607. /**
  108608. * Get if the inspector is visible or not.
  108609. * @returns true if visible otherwise, false
  108610. */
  108611. isVisible(): boolean;
  108612. /**
  108613. * Hide the inspector and close its window.
  108614. */
  108615. hide(): void;
  108616. /**
  108617. * Launch the debugLayer.
  108618. * @param config Define the configuration of the inspector
  108619. * @return a promise fulfilled when the debug layer is visible
  108620. */
  108621. show(config?: IInspectorOptions): Promise<DebugLayer>;
  108622. }
  108623. }
  108624. declare module BABYLON {
  108625. /**
  108626. * Class containing static functions to help procedurally build meshes
  108627. */
  108628. export class BoxBuilder {
  108629. /**
  108630. * Creates a box mesh
  108631. * * The parameter `size` sets the size (float) of each box side (default 1)
  108632. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  108633. * * 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)
  108634. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  108635. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108636. * * 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
  108637. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108638. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  108639. * @param name defines the name of the mesh
  108640. * @param options defines the options used to create the mesh
  108641. * @param scene defines the hosting scene
  108642. * @returns the box mesh
  108643. */
  108644. static CreateBox(name: string, options: {
  108645. size?: number;
  108646. width?: number;
  108647. height?: number;
  108648. depth?: number;
  108649. faceUV?: Vector4[];
  108650. faceColors?: Color4[];
  108651. sideOrientation?: number;
  108652. frontUVs?: Vector4;
  108653. backUVs?: Vector4;
  108654. wrap?: boolean;
  108655. topBaseAt?: number;
  108656. bottomBaseAt?: number;
  108657. updatable?: boolean;
  108658. }, scene?: Nullable<Scene>): Mesh;
  108659. }
  108660. }
  108661. declare module BABYLON {
  108662. /**
  108663. * Class containing static functions to help procedurally build meshes
  108664. */
  108665. export class SphereBuilder {
  108666. /**
  108667. * Creates a sphere mesh
  108668. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  108669. * * 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`)
  108670. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  108671. * * 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
  108672. * * 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)
  108673. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108674. * * 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
  108675. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108676. * @param name defines the name of the mesh
  108677. * @param options defines the options used to create the mesh
  108678. * @param scene defines the hosting scene
  108679. * @returns the sphere mesh
  108680. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  108681. */
  108682. static CreateSphere(name: string, options: {
  108683. segments?: number;
  108684. diameter?: number;
  108685. diameterX?: number;
  108686. diameterY?: number;
  108687. diameterZ?: number;
  108688. arc?: number;
  108689. slice?: number;
  108690. sideOrientation?: number;
  108691. frontUVs?: Vector4;
  108692. backUVs?: Vector4;
  108693. updatable?: boolean;
  108694. }, scene?: Nullable<Scene>): Mesh;
  108695. }
  108696. }
  108697. declare module BABYLON.Debug {
  108698. /**
  108699. * Used to show the physics impostor around the specific mesh
  108700. */
  108701. export class PhysicsViewer {
  108702. /** @hidden */
  108703. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  108704. /** @hidden */
  108705. protected _meshes: Array<Nullable<AbstractMesh>>;
  108706. /** @hidden */
  108707. protected _scene: Nullable<Scene>;
  108708. /** @hidden */
  108709. protected _numMeshes: number;
  108710. /** @hidden */
  108711. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  108712. private _renderFunction;
  108713. private _utilityLayer;
  108714. private _debugBoxMesh;
  108715. private _debugSphereMesh;
  108716. private _debugCylinderMesh;
  108717. private _debugMaterial;
  108718. private _debugMeshMeshes;
  108719. /**
  108720. * Creates a new PhysicsViewer
  108721. * @param scene defines the hosting scene
  108722. */
  108723. constructor(scene: Scene);
  108724. /** @hidden */
  108725. protected _updateDebugMeshes(): void;
  108726. /**
  108727. * Renders a specified physic impostor
  108728. * @param impostor defines the impostor to render
  108729. * @param targetMesh defines the mesh represented by the impostor
  108730. * @returns the new debug mesh used to render the impostor
  108731. */
  108732. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  108733. /**
  108734. * Hides a specified physic impostor
  108735. * @param impostor defines the impostor to hide
  108736. */
  108737. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  108738. private _getDebugMaterial;
  108739. private _getDebugBoxMesh;
  108740. private _getDebugSphereMesh;
  108741. private _getDebugCylinderMesh;
  108742. private _getDebugMeshMesh;
  108743. private _getDebugMesh;
  108744. /** Releases all resources */
  108745. dispose(): void;
  108746. }
  108747. }
  108748. declare module BABYLON {
  108749. /**
  108750. * Class containing static functions to help procedurally build meshes
  108751. */
  108752. export class LinesBuilder {
  108753. /**
  108754. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  108755. * * 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
  108756. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  108757. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  108758. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  108759. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  108760. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  108761. * * 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
  108762. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  108763. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108764. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  108765. * @param name defines the name of the new line system
  108766. * @param options defines the options used to create the line system
  108767. * @param scene defines the hosting scene
  108768. * @returns a new line system mesh
  108769. */
  108770. static CreateLineSystem(name: string, options: {
  108771. lines: Vector3[][];
  108772. updatable?: boolean;
  108773. instance?: Nullable<LinesMesh>;
  108774. colors?: Nullable<Color4[][]>;
  108775. useVertexAlpha?: boolean;
  108776. }, scene: Nullable<Scene>): LinesMesh;
  108777. /**
  108778. * Creates a line mesh
  108779. * 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
  108780. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108781. * * The parameter `points` is an array successive Vector3
  108782. * * 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
  108783. * * The optional parameter `colors` is an array of successive Color4, one per line point
  108784. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  108785. * * When updating an instance, remember that only point positions can change, not the number of points
  108786. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108787. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  108788. * @param name defines the name of the new line system
  108789. * @param options defines the options used to create the line system
  108790. * @param scene defines the hosting scene
  108791. * @returns a new line mesh
  108792. */
  108793. static CreateLines(name: string, options: {
  108794. points: Vector3[];
  108795. updatable?: boolean;
  108796. instance?: Nullable<LinesMesh>;
  108797. colors?: Color4[];
  108798. useVertexAlpha?: boolean;
  108799. }, scene?: Nullable<Scene>): LinesMesh;
  108800. /**
  108801. * Creates a dashed line mesh
  108802. * * 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
  108803. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108804. * * The parameter `points` is an array successive Vector3
  108805. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  108806. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  108807. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  108808. * * 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
  108809. * * When updating an instance, remember that only point positions can change, not the number of points
  108810. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108811. * @param name defines the name of the mesh
  108812. * @param options defines the options used to create the mesh
  108813. * @param scene defines the hosting scene
  108814. * @returns the dashed line mesh
  108815. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  108816. */
  108817. static CreateDashedLines(name: string, options: {
  108818. points: Vector3[];
  108819. dashSize?: number;
  108820. gapSize?: number;
  108821. dashNb?: number;
  108822. updatable?: boolean;
  108823. instance?: LinesMesh;
  108824. }, scene?: Nullable<Scene>): LinesMesh;
  108825. }
  108826. }
  108827. declare module BABYLON {
  108828. /**
  108829. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  108830. * in order to better appreciate the issue one might have.
  108831. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  108832. */
  108833. export class RayHelper {
  108834. /**
  108835. * Defines the ray we are currently tryin to visualize.
  108836. */
  108837. ray: Nullable<Ray>;
  108838. private _renderPoints;
  108839. private _renderLine;
  108840. private _renderFunction;
  108841. private _scene;
  108842. private _updateToMeshFunction;
  108843. private _attachedToMesh;
  108844. private _meshSpaceDirection;
  108845. private _meshSpaceOrigin;
  108846. /**
  108847. * Helper function to create a colored helper in a scene in one line.
  108848. * @param ray Defines the ray we are currently tryin to visualize
  108849. * @param scene Defines the scene the ray is used in
  108850. * @param color Defines the color we want to see the ray in
  108851. * @returns The newly created ray helper.
  108852. */
  108853. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  108854. /**
  108855. * Instantiate a new ray helper.
  108856. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  108857. * in order to better appreciate the issue one might have.
  108858. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  108859. * @param ray Defines the ray we are currently tryin to visualize
  108860. */
  108861. constructor(ray: Ray);
  108862. /**
  108863. * Shows the ray we are willing to debug.
  108864. * @param scene Defines the scene the ray needs to be rendered in
  108865. * @param color Defines the color the ray needs to be rendered in
  108866. */
  108867. show(scene: Scene, color?: Color3): void;
  108868. /**
  108869. * Hides the ray we are debugging.
  108870. */
  108871. hide(): void;
  108872. private _render;
  108873. /**
  108874. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  108875. * @param mesh Defines the mesh we want the helper attached to
  108876. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  108877. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  108878. * @param length Defines the length of the ray
  108879. */
  108880. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  108881. /**
  108882. * Detach the ray helper from the mesh it has previously been attached to.
  108883. */
  108884. detachFromMesh(): void;
  108885. private _updateToMesh;
  108886. /**
  108887. * Dispose the helper and release its associated resources.
  108888. */
  108889. dispose(): void;
  108890. }
  108891. }
  108892. declare module BABYLON.Debug {
  108893. /**
  108894. * Class used to render a debug view of a given skeleton
  108895. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  108896. */
  108897. export class SkeletonViewer {
  108898. /** defines the skeleton to render */
  108899. skeleton: Skeleton;
  108900. /** defines the mesh attached to the skeleton */
  108901. mesh: AbstractMesh;
  108902. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  108903. autoUpdateBonesMatrices: boolean;
  108904. /** defines the rendering group id to use with the viewer */
  108905. renderingGroupId: number;
  108906. /** Gets or sets the color used to render the skeleton */
  108907. color: Color3;
  108908. private _scene;
  108909. private _debugLines;
  108910. private _debugMesh;
  108911. private _isEnabled;
  108912. private _renderFunction;
  108913. private _utilityLayer;
  108914. /**
  108915. * Returns the mesh used to render the bones
  108916. */
  108917. readonly debugMesh: Nullable<LinesMesh>;
  108918. /**
  108919. * Creates a new SkeletonViewer
  108920. * @param skeleton defines the skeleton to render
  108921. * @param mesh defines the mesh attached to the skeleton
  108922. * @param scene defines the hosting scene
  108923. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  108924. * @param renderingGroupId defines the rendering group id to use with the viewer
  108925. */
  108926. constructor(
  108927. /** defines the skeleton to render */
  108928. skeleton: Skeleton,
  108929. /** defines the mesh attached to the skeleton */
  108930. mesh: AbstractMesh, scene: Scene,
  108931. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  108932. autoUpdateBonesMatrices?: boolean,
  108933. /** defines the rendering group id to use with the viewer */
  108934. renderingGroupId?: number);
  108935. /** Gets or sets a boolean indicating if the viewer is enabled */
  108936. isEnabled: boolean;
  108937. private _getBonePosition;
  108938. private _getLinesForBonesWithLength;
  108939. private _getLinesForBonesNoLength;
  108940. /** Update the viewer to sync with current skeleton state */
  108941. update(): void;
  108942. /** Release associated resources */
  108943. dispose(): void;
  108944. }
  108945. }
  108946. declare module BABYLON {
  108947. /**
  108948. * Options to create the null engine
  108949. */
  108950. export class NullEngineOptions {
  108951. /**
  108952. * Render width (Default: 512)
  108953. */
  108954. renderWidth: number;
  108955. /**
  108956. * Render height (Default: 256)
  108957. */
  108958. renderHeight: number;
  108959. /**
  108960. * Texture size (Default: 512)
  108961. */
  108962. textureSize: number;
  108963. /**
  108964. * If delta time between frames should be constant
  108965. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108966. */
  108967. deterministicLockstep: boolean;
  108968. /**
  108969. * Maximum about of steps between frames (Default: 4)
  108970. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108971. */
  108972. lockstepMaxSteps: number;
  108973. }
  108974. /**
  108975. * The null engine class provides support for headless version of babylon.js.
  108976. * This can be used in server side scenario or for testing purposes
  108977. */
  108978. export class NullEngine extends Engine {
  108979. private _options;
  108980. /**
  108981. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108982. */
  108983. isDeterministicLockStep(): boolean;
  108984. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  108985. getLockstepMaxSteps(): number;
  108986. /**
  108987. * Sets hardware scaling, used to save performance if needed
  108988. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108989. */
  108990. getHardwareScalingLevel(): number;
  108991. constructor(options?: NullEngineOptions);
  108992. createVertexBuffer(vertices: FloatArray): DataBuffer;
  108993. createIndexBuffer(indices: IndicesArray): DataBuffer;
  108994. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  108995. getRenderWidth(useScreen?: boolean): number;
  108996. getRenderHeight(useScreen?: boolean): number;
  108997. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  108998. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  108999. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  109000. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  109001. bindSamplers(effect: Effect): void;
  109002. enableEffect(effect: Effect): void;
  109003. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  109004. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  109005. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  109006. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  109007. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  109008. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  109009. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  109010. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  109011. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  109012. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  109013. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  109014. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  109015. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  109016. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  109017. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109018. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109019. setFloat(uniform: WebGLUniformLocation, value: number): void;
  109020. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  109021. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  109022. setBool(uniform: WebGLUniformLocation, bool: number): void;
  109023. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  109024. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  109025. bindBuffers(vertexBuffers: {
  109026. [key: string]: VertexBuffer;
  109027. }, indexBuffer: DataBuffer, effect: Effect): void;
  109028. wipeCaches(bruteForce?: boolean): void;
  109029. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  109030. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  109031. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  109032. /** @hidden */
  109033. _createTexture(): WebGLTexture;
  109034. /** @hidden */
  109035. _releaseTexture(texture: InternalTexture): void;
  109036. 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;
  109037. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  109038. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  109039. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  109040. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  109041. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  109042. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  109043. areAllEffectsReady(): boolean;
  109044. /**
  109045. * @hidden
  109046. * Get the current error code of the webGL context
  109047. * @returns the error code
  109048. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  109049. */
  109050. getError(): number;
  109051. /** @hidden */
  109052. _getUnpackAlignement(): number;
  109053. /** @hidden */
  109054. _unpackFlipY(value: boolean): void;
  109055. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  109056. /**
  109057. * Updates a dynamic vertex buffer.
  109058. * @param vertexBuffer the vertex buffer to update
  109059. * @param data the data used to update the vertex buffer
  109060. * @param byteOffset the byte offset of the data (optional)
  109061. * @param byteLength the byte length of the data (optional)
  109062. */
  109063. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  109064. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  109065. /** @hidden */
  109066. _bindTexture(channel: number, texture: InternalTexture): void;
  109067. protected _deleteBuffer(buffer: WebGLBuffer): void;
  109068. releaseEffects(): void;
  109069. displayLoadingUI(): void;
  109070. hideLoadingUI(): void;
  109071. /** @hidden */
  109072. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109073. /** @hidden */
  109074. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109075. /** @hidden */
  109076. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109077. /** @hidden */
  109078. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  109079. }
  109080. }
  109081. declare module BABYLON {
  109082. /** @hidden */
  109083. export class _OcclusionDataStorage {
  109084. /** @hidden */
  109085. occlusionInternalRetryCounter: number;
  109086. /** @hidden */
  109087. isOcclusionQueryInProgress: boolean;
  109088. /** @hidden */
  109089. isOccluded: boolean;
  109090. /** @hidden */
  109091. occlusionRetryCount: number;
  109092. /** @hidden */
  109093. occlusionType: number;
  109094. /** @hidden */
  109095. occlusionQueryAlgorithmType: number;
  109096. }
  109097. interface Engine {
  109098. /**
  109099. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  109100. * @return the new query
  109101. */
  109102. createQuery(): WebGLQuery;
  109103. /**
  109104. * Delete and release a webGL query
  109105. * @param query defines the query to delete
  109106. * @return the current engine
  109107. */
  109108. deleteQuery(query: WebGLQuery): Engine;
  109109. /**
  109110. * Check if a given query has resolved and got its value
  109111. * @param query defines the query to check
  109112. * @returns true if the query got its value
  109113. */
  109114. isQueryResultAvailable(query: WebGLQuery): boolean;
  109115. /**
  109116. * Gets the value of a given query
  109117. * @param query defines the query to check
  109118. * @returns the value of the query
  109119. */
  109120. getQueryResult(query: WebGLQuery): number;
  109121. /**
  109122. * Initiates an occlusion query
  109123. * @param algorithmType defines the algorithm to use
  109124. * @param query defines the query to use
  109125. * @returns the current engine
  109126. * @see http://doc.babylonjs.com/features/occlusionquery
  109127. */
  109128. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  109129. /**
  109130. * Ends an occlusion query
  109131. * @see http://doc.babylonjs.com/features/occlusionquery
  109132. * @param algorithmType defines the algorithm to use
  109133. * @returns the current engine
  109134. */
  109135. endOcclusionQuery(algorithmType: number): Engine;
  109136. /**
  109137. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  109138. * Please note that only one query can be issued at a time
  109139. * @returns a time token used to track the time span
  109140. */
  109141. startTimeQuery(): Nullable<_TimeToken>;
  109142. /**
  109143. * Ends a time query
  109144. * @param token defines the token used to measure the time span
  109145. * @returns the time spent (in ns)
  109146. */
  109147. endTimeQuery(token: _TimeToken): int;
  109148. /** @hidden */
  109149. _currentNonTimestampToken: Nullable<_TimeToken>;
  109150. /** @hidden */
  109151. _createTimeQuery(): WebGLQuery;
  109152. /** @hidden */
  109153. _deleteTimeQuery(query: WebGLQuery): void;
  109154. /** @hidden */
  109155. _getGlAlgorithmType(algorithmType: number): number;
  109156. /** @hidden */
  109157. _getTimeQueryResult(query: WebGLQuery): any;
  109158. /** @hidden */
  109159. _getTimeQueryAvailability(query: WebGLQuery): any;
  109160. }
  109161. interface AbstractMesh {
  109162. /**
  109163. * Backing filed
  109164. * @hidden
  109165. */
  109166. __occlusionDataStorage: _OcclusionDataStorage;
  109167. /**
  109168. * Access property
  109169. * @hidden
  109170. */
  109171. _occlusionDataStorage: _OcclusionDataStorage;
  109172. /**
  109173. * 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.
  109174. * The default value is -1 which means don't break the query and wait till the result
  109175. * @see http://doc.babylonjs.com/features/occlusionquery
  109176. */
  109177. occlusionRetryCount: number;
  109178. /**
  109179. * 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:
  109180. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  109181. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  109182. * * 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.
  109183. * @see http://doc.babylonjs.com/features/occlusionquery
  109184. */
  109185. occlusionType: number;
  109186. /**
  109187. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  109188. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  109189. * * 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.
  109190. * @see http://doc.babylonjs.com/features/occlusionquery
  109191. */
  109192. occlusionQueryAlgorithmType: number;
  109193. /**
  109194. * 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
  109195. * @see http://doc.babylonjs.com/features/occlusionquery
  109196. */
  109197. isOccluded: boolean;
  109198. /**
  109199. * Flag to check the progress status of the query
  109200. * @see http://doc.babylonjs.com/features/occlusionquery
  109201. */
  109202. isOcclusionQueryInProgress: boolean;
  109203. }
  109204. }
  109205. declare module BABYLON {
  109206. /** @hidden */
  109207. export var _forceTransformFeedbackToBundle: boolean;
  109208. interface Engine {
  109209. /**
  109210. * Creates a webGL transform feedback object
  109211. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  109212. * @returns the webGL transform feedback object
  109213. */
  109214. createTransformFeedback(): WebGLTransformFeedback;
  109215. /**
  109216. * Delete a webGL transform feedback object
  109217. * @param value defines the webGL transform feedback object to delete
  109218. */
  109219. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  109220. /**
  109221. * Bind a webGL transform feedback object to the webgl context
  109222. * @param value defines the webGL transform feedback object to bind
  109223. */
  109224. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  109225. /**
  109226. * Begins a transform feedback operation
  109227. * @param usePoints defines if points or triangles must be used
  109228. */
  109229. beginTransformFeedback(usePoints: boolean): void;
  109230. /**
  109231. * Ends a transform feedback operation
  109232. */
  109233. endTransformFeedback(): void;
  109234. /**
  109235. * Specify the varyings to use with transform feedback
  109236. * @param program defines the associated webGL program
  109237. * @param value defines the list of strings representing the varying names
  109238. */
  109239. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  109240. /**
  109241. * Bind a webGL buffer for a transform feedback operation
  109242. * @param value defines the webGL buffer to bind
  109243. */
  109244. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  109245. }
  109246. }
  109247. declare module BABYLON {
  109248. /**
  109249. * Creation options of the multi render target texture.
  109250. */
  109251. export interface IMultiRenderTargetOptions {
  109252. /**
  109253. * Define if the texture needs to create mip maps after render.
  109254. */
  109255. generateMipMaps?: boolean;
  109256. /**
  109257. * Define the types of all the draw buffers we want to create
  109258. */
  109259. types?: number[];
  109260. /**
  109261. * Define the sampling modes of all the draw buffers we want to create
  109262. */
  109263. samplingModes?: number[];
  109264. /**
  109265. * Define if a depth buffer is required
  109266. */
  109267. generateDepthBuffer?: boolean;
  109268. /**
  109269. * Define if a stencil buffer is required
  109270. */
  109271. generateStencilBuffer?: boolean;
  109272. /**
  109273. * Define if a depth texture is required instead of a depth buffer
  109274. */
  109275. generateDepthTexture?: boolean;
  109276. /**
  109277. * Define the number of desired draw buffers
  109278. */
  109279. textureCount?: number;
  109280. /**
  109281. * Define if aspect ratio should be adapted to the texture or stay the scene one
  109282. */
  109283. doNotChangeAspectRatio?: boolean;
  109284. /**
  109285. * Define the default type of the buffers we are creating
  109286. */
  109287. defaultType?: number;
  109288. }
  109289. /**
  109290. * A multi render target, like a render target provides the ability to render to a texture.
  109291. * Unlike the render target, it can render to several draw buffers in one draw.
  109292. * This is specially interesting in deferred rendering or for any effects requiring more than
  109293. * just one color from a single pass.
  109294. */
  109295. export class MultiRenderTarget extends RenderTargetTexture {
  109296. private _internalTextures;
  109297. private _textures;
  109298. private _multiRenderTargetOptions;
  109299. /**
  109300. * Get if draw buffers are currently supported by the used hardware and browser.
  109301. */
  109302. readonly isSupported: boolean;
  109303. /**
  109304. * Get the list of textures generated by the multi render target.
  109305. */
  109306. readonly textures: Texture[];
  109307. /**
  109308. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  109309. */
  109310. readonly depthTexture: Texture;
  109311. /**
  109312. * Set the wrapping mode on U of all the textures we are rendering to.
  109313. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  109314. */
  109315. wrapU: number;
  109316. /**
  109317. * Set the wrapping mode on V of all the textures we are rendering to.
  109318. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  109319. */
  109320. wrapV: number;
  109321. /**
  109322. * Instantiate a new multi render target texture.
  109323. * A multi render target, like a render target provides the ability to render to a texture.
  109324. * Unlike the render target, it can render to several draw buffers in one draw.
  109325. * This is specially interesting in deferred rendering or for any effects requiring more than
  109326. * just one color from a single pass.
  109327. * @param name Define the name of the texture
  109328. * @param size Define the size of the buffers to render to
  109329. * @param count Define the number of target we are rendering into
  109330. * @param scene Define the scene the texture belongs to
  109331. * @param options Define the options used to create the multi render target
  109332. */
  109333. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  109334. /** @hidden */
  109335. _rebuild(): void;
  109336. private _createInternalTextures;
  109337. private _createTextures;
  109338. /**
  109339. * Define the number of samples used if MSAA is enabled.
  109340. */
  109341. samples: number;
  109342. /**
  109343. * Resize all the textures in the multi render target.
  109344. * Be carrefull as it will recreate all the data in the new texture.
  109345. * @param size Define the new size
  109346. */
  109347. resize(size: any): void;
  109348. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  109349. /**
  109350. * Dispose the render targets and their associated resources
  109351. */
  109352. dispose(): void;
  109353. /**
  109354. * Release all the underlying texture used as draw buffers.
  109355. */
  109356. releaseInternalTextures(): void;
  109357. }
  109358. }
  109359. declare module BABYLON {
  109360. interface Engine {
  109361. /**
  109362. * Unbind a list of render target textures from the webGL context
  109363. * This is used only when drawBuffer extension or webGL2 are active
  109364. * @param textures defines the render target textures to unbind
  109365. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  109366. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  109367. */
  109368. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  109369. /**
  109370. * Create a multi render target texture
  109371. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  109372. * @param size defines the size of the texture
  109373. * @param options defines the creation options
  109374. * @returns the cube texture as an InternalTexture
  109375. */
  109376. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  109377. /**
  109378. * Update the sample count for a given multiple render target texture
  109379. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  109380. * @param textures defines the textures to update
  109381. * @param samples defines the sample count to set
  109382. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  109383. */
  109384. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  109385. }
  109386. }
  109387. declare module BABYLON {
  109388. /** @hidden */
  109389. export var rgbdEncodePixelShader: {
  109390. name: string;
  109391. shader: string;
  109392. };
  109393. }
  109394. declare module BABYLON {
  109395. /** @hidden */
  109396. export var rgbdDecodePixelShader: {
  109397. name: string;
  109398. shader: string;
  109399. };
  109400. }
  109401. declare module BABYLON {
  109402. /**
  109403. * Raw texture data and descriptor sufficient for WebGL texture upload
  109404. */
  109405. export interface EnvironmentTextureInfo {
  109406. /**
  109407. * Version of the environment map
  109408. */
  109409. version: number;
  109410. /**
  109411. * Width of image
  109412. */
  109413. width: number;
  109414. /**
  109415. * Irradiance information stored in the file.
  109416. */
  109417. irradiance: any;
  109418. /**
  109419. * Specular information stored in the file.
  109420. */
  109421. specular: any;
  109422. }
  109423. /**
  109424. * Defines One Image in the file. It requires only the position in the file
  109425. * as well as the length.
  109426. */
  109427. interface BufferImageData {
  109428. /**
  109429. * Length of the image data.
  109430. */
  109431. length: number;
  109432. /**
  109433. * Position of the data from the null terminator delimiting the end of the JSON.
  109434. */
  109435. position: number;
  109436. }
  109437. /**
  109438. * Defines the specular data enclosed in the file.
  109439. * This corresponds to the version 1 of the data.
  109440. */
  109441. export interface EnvironmentTextureSpecularInfoV1 {
  109442. /**
  109443. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  109444. */
  109445. specularDataPosition?: number;
  109446. /**
  109447. * This contains all the images data needed to reconstruct the cubemap.
  109448. */
  109449. mipmaps: Array<BufferImageData>;
  109450. /**
  109451. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  109452. */
  109453. lodGenerationScale: number;
  109454. }
  109455. /**
  109456. * Sets of helpers addressing the serialization and deserialization of environment texture
  109457. * stored in a BabylonJS env file.
  109458. * Those files are usually stored as .env files.
  109459. */
  109460. export class EnvironmentTextureTools {
  109461. /**
  109462. * Magic number identifying the env file.
  109463. */
  109464. private static _MagicBytes;
  109465. /**
  109466. * Gets the environment info from an env file.
  109467. * @param data The array buffer containing the .env bytes.
  109468. * @returns the environment file info (the json header) if successfully parsed.
  109469. */
  109470. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  109471. /**
  109472. * Creates an environment texture from a loaded cube texture.
  109473. * @param texture defines the cube texture to convert in env file
  109474. * @return a promise containing the environment data if succesfull.
  109475. */
  109476. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  109477. /**
  109478. * Creates a JSON representation of the spherical data.
  109479. * @param texture defines the texture containing the polynomials
  109480. * @return the JSON representation of the spherical info
  109481. */
  109482. private static _CreateEnvTextureIrradiance;
  109483. /**
  109484. * Creates the ArrayBufferViews used for initializing environment texture image data.
  109485. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  109486. * @param info parameters that determine what views will be created for accessing the underlying buffer
  109487. * @return the views described by info providing access to the underlying buffer
  109488. */
  109489. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  109490. /**
  109491. * Uploads the texture info contained in the env file to the GPU.
  109492. * @param texture defines the internal texture to upload to
  109493. * @param arrayBuffer defines the buffer cotaining the data to load
  109494. * @param info defines the texture info retrieved through the GetEnvInfo method
  109495. * @returns a promise
  109496. */
  109497. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  109498. /**
  109499. * Uploads the levels of image data to the GPU.
  109500. * @param texture defines the internal texture to upload to
  109501. * @param imageData defines the array buffer views of image data [mipmap][face]
  109502. * @returns a promise
  109503. */
  109504. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  109505. /**
  109506. * Uploads spherical polynomials information to the texture.
  109507. * @param texture defines the texture we are trying to upload the information to
  109508. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  109509. */
  109510. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  109511. /** @hidden */
  109512. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  109513. }
  109514. }
  109515. declare module BABYLON {
  109516. /**
  109517. * Contains position and normal vectors for a vertex
  109518. */
  109519. export class PositionNormalVertex {
  109520. /** the position of the vertex (defaut: 0,0,0) */
  109521. position: Vector3;
  109522. /** the normal of the vertex (defaut: 0,1,0) */
  109523. normal: Vector3;
  109524. /**
  109525. * Creates a PositionNormalVertex
  109526. * @param position the position of the vertex (defaut: 0,0,0)
  109527. * @param normal the normal of the vertex (defaut: 0,1,0)
  109528. */
  109529. constructor(
  109530. /** the position of the vertex (defaut: 0,0,0) */
  109531. position?: Vector3,
  109532. /** the normal of the vertex (defaut: 0,1,0) */
  109533. normal?: Vector3);
  109534. /**
  109535. * Clones the PositionNormalVertex
  109536. * @returns the cloned PositionNormalVertex
  109537. */
  109538. clone(): PositionNormalVertex;
  109539. }
  109540. /**
  109541. * Contains position, normal and uv vectors for a vertex
  109542. */
  109543. export class PositionNormalTextureVertex {
  109544. /** the position of the vertex (defaut: 0,0,0) */
  109545. position: Vector3;
  109546. /** the normal of the vertex (defaut: 0,1,0) */
  109547. normal: Vector3;
  109548. /** the uv of the vertex (default: 0,0) */
  109549. uv: Vector2;
  109550. /**
  109551. * Creates a PositionNormalTextureVertex
  109552. * @param position the position of the vertex (defaut: 0,0,0)
  109553. * @param normal the normal of the vertex (defaut: 0,1,0)
  109554. * @param uv the uv of the vertex (default: 0,0)
  109555. */
  109556. constructor(
  109557. /** the position of the vertex (defaut: 0,0,0) */
  109558. position?: Vector3,
  109559. /** the normal of the vertex (defaut: 0,1,0) */
  109560. normal?: Vector3,
  109561. /** the uv of the vertex (default: 0,0) */
  109562. uv?: Vector2);
  109563. /**
  109564. * Clones the PositionNormalTextureVertex
  109565. * @returns the cloned PositionNormalTextureVertex
  109566. */
  109567. clone(): PositionNormalTextureVertex;
  109568. }
  109569. }
  109570. declare module BABYLON {
  109571. /** @hidden */
  109572. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  109573. private _genericAttributeLocation;
  109574. private _varyingLocationCount;
  109575. private _varyingLocationMap;
  109576. private _replacements;
  109577. private _textureCount;
  109578. private _uniforms;
  109579. lineProcessor(line: string): string;
  109580. attributeProcessor(attribute: string): string;
  109581. varyingProcessor(varying: string, isFragment: boolean): string;
  109582. uniformProcessor(uniform: string): string;
  109583. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  109584. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  109585. }
  109586. }
  109587. declare module BABYLON {
  109588. /**
  109589. * Container for accessors for natively-stored mesh data buffers.
  109590. */
  109591. class NativeDataBuffer extends DataBuffer {
  109592. /**
  109593. * Accessor value used to identify/retrieve a natively-stored index buffer.
  109594. */
  109595. nativeIndexBuffer?: any;
  109596. /**
  109597. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  109598. */
  109599. nativeVertexBuffer?: any;
  109600. }
  109601. /** @hidden */
  109602. export class NativeEngine extends Engine {
  109603. private readonly _native;
  109604. getHardwareScalingLevel(): number;
  109605. constructor();
  109606. /**
  109607. * Can be used to override the current requestAnimationFrame requester.
  109608. * @hidden
  109609. */
  109610. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  109611. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  109612. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  109613. createVertexBuffer(data: DataArray): NativeDataBuffer;
  109614. recordVertexArrayObject(vertexBuffers: {
  109615. [key: string]: VertexBuffer;
  109616. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  109617. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  109618. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  109619. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  109620. /**
  109621. * Draw a list of indexed primitives
  109622. * @param fillMode defines the primitive to use
  109623. * @param indexStart defines the starting index
  109624. * @param indexCount defines the number of index to draw
  109625. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  109626. */
  109627. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  109628. /**
  109629. * Draw a list of unindexed primitives
  109630. * @param fillMode defines the primitive to use
  109631. * @param verticesStart defines the index of first vertex to draw
  109632. * @param verticesCount defines the count of vertices to draw
  109633. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  109634. */
  109635. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  109636. createPipelineContext(): IPipelineContext;
  109637. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  109638. /** @hidden */
  109639. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  109640. /** @hidden */
  109641. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  109642. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  109643. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  109644. protected _setProgram(program: WebGLProgram): void;
  109645. _releaseEffect(effect: Effect): void;
  109646. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  109647. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  109648. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  109649. bindSamplers(effect: Effect): void;
  109650. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  109651. getRenderWidth(useScreen?: boolean): number;
  109652. getRenderHeight(useScreen?: boolean): number;
  109653. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  109654. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  109655. /**
  109656. * Set the z offset to apply to current rendering
  109657. * @param value defines the offset to apply
  109658. */
  109659. setZOffset(value: number): void;
  109660. /**
  109661. * Gets the current value of the zOffset
  109662. * @returns the current zOffset state
  109663. */
  109664. getZOffset(): number;
  109665. /**
  109666. * Enable or disable depth buffering
  109667. * @param enable defines the state to set
  109668. */
  109669. setDepthBuffer(enable: boolean): void;
  109670. /**
  109671. * Gets a boolean indicating if depth writing is enabled
  109672. * @returns the current depth writing state
  109673. */
  109674. getDepthWrite(): boolean;
  109675. /**
  109676. * Enable or disable depth writing
  109677. * @param enable defines the state to set
  109678. */
  109679. setDepthWrite(enable: boolean): void;
  109680. /**
  109681. * Enable or disable color writing
  109682. * @param enable defines the state to set
  109683. */
  109684. setColorWrite(enable: boolean): void;
  109685. /**
  109686. * Gets a boolean indicating if color writing is enabled
  109687. * @returns the current color writing state
  109688. */
  109689. getColorWrite(): boolean;
  109690. /**
  109691. * Sets alpha constants used by some alpha blending modes
  109692. * @param r defines the red component
  109693. * @param g defines the green component
  109694. * @param b defines the blue component
  109695. * @param a defines the alpha component
  109696. */
  109697. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  109698. /**
  109699. * Sets the current alpha mode
  109700. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  109701. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  109702. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  109703. */
  109704. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  109705. /**
  109706. * Gets the current alpha mode
  109707. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  109708. * @returns the current alpha mode
  109709. */
  109710. getAlphaMode(): number;
  109711. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  109712. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  109713. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  109714. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  109715. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  109716. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  109717. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  109718. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  109719. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  109720. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  109721. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  109722. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  109723. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  109724. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109725. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109726. setFloat(uniform: WebGLUniformLocation, value: number): void;
  109727. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  109728. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  109729. setBool(uniform: WebGLUniformLocation, bool: number): void;
  109730. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  109731. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  109732. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  109733. wipeCaches(bruteForce?: boolean): void;
  109734. _createTexture(): WebGLTexture;
  109735. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  109736. /**
  109737. * Usually called from BABYLON.Texture.ts.
  109738. * Passed information to create a WebGLTexture
  109739. * @param urlArg defines a value which contains one of the following:
  109740. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  109741. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  109742. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  109743. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  109744. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  109745. * @param scene needed for loading to the correct scene
  109746. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  109747. * @param onLoad optional callback to be called upon successful completion
  109748. * @param onError optional callback to be called upon failure
  109749. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  109750. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  109751. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  109752. * @param forcedExtension defines the extension to use to pick the right loader
  109753. * @returns a InternalTexture for assignment back into BABYLON.Texture
  109754. */
  109755. 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;
  109756. /**
  109757. * Creates a cube texture
  109758. * @param rootUrl defines the url where the files to load is located
  109759. * @param scene defines the current scene
  109760. * @param files defines the list of files to load (1 per face)
  109761. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  109762. * @param onLoad defines an optional callback raised when the texture is loaded
  109763. * @param onError defines an optional callback raised if there is an issue to load the texture
  109764. * @param format defines the format of the data
  109765. * @param forcedExtension defines the extension to use to pick the right loader
  109766. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  109767. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  109768. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  109769. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  109770. * @returns the cube texture as an InternalTexture
  109771. */
  109772. 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;
  109773. private _getSamplingFilter;
  109774. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  109775. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  109776. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  109777. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  109778. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  109779. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  109780. /**
  109781. * Updates a dynamic vertex buffer.
  109782. * @param vertexBuffer the vertex buffer to update
  109783. * @param data the data used to update the vertex buffer
  109784. * @param byteOffset the byte offset of the data (optional)
  109785. * @param byteLength the byte length of the data (optional)
  109786. */
  109787. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  109788. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  109789. private _updateAnisotropicLevel;
  109790. private _getAddressMode;
  109791. /** @hidden */
  109792. _bindTexture(channel: number, texture: InternalTexture): void;
  109793. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  109794. releaseEffects(): void;
  109795. /** @hidden */
  109796. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109797. /** @hidden */
  109798. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109799. /** @hidden */
  109800. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109801. /** @hidden */
  109802. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  109803. }
  109804. }
  109805. declare module BABYLON {
  109806. /**
  109807. * Gather the list of clipboard event types as constants.
  109808. */
  109809. export class ClipboardEventTypes {
  109810. /**
  109811. * The clipboard event is fired when a copy command is active (pressed).
  109812. */
  109813. static readonly COPY: number;
  109814. /**
  109815. * The clipboard event is fired when a cut command is active (pressed).
  109816. */
  109817. static readonly CUT: number;
  109818. /**
  109819. * The clipboard event is fired when a paste command is active (pressed).
  109820. */
  109821. static readonly PASTE: number;
  109822. }
  109823. /**
  109824. * This class is used to store clipboard related info for the onClipboardObservable event.
  109825. */
  109826. export class ClipboardInfo {
  109827. /**
  109828. * Defines the type of event (BABYLON.ClipboardEventTypes)
  109829. */
  109830. type: number;
  109831. /**
  109832. * Defines the related dom event
  109833. */
  109834. event: ClipboardEvent;
  109835. /**
  109836. *Creates an instance of ClipboardInfo.
  109837. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  109838. * @param event Defines the related dom event
  109839. */
  109840. constructor(
  109841. /**
  109842. * Defines the type of event (BABYLON.ClipboardEventTypes)
  109843. */
  109844. type: number,
  109845. /**
  109846. * Defines the related dom event
  109847. */
  109848. event: ClipboardEvent);
  109849. /**
  109850. * Get the clipboard event's type from the keycode.
  109851. * @param keyCode Defines the keyCode for the current keyboard event.
  109852. * @return {number}
  109853. */
  109854. static GetTypeFromCharacter(keyCode: number): number;
  109855. }
  109856. }
  109857. declare module BABYLON {
  109858. /**
  109859. * Google Daydream controller
  109860. */
  109861. export class DaydreamController extends WebVRController {
  109862. /**
  109863. * Base Url for the controller model.
  109864. */
  109865. static MODEL_BASE_URL: string;
  109866. /**
  109867. * File name for the controller model.
  109868. */
  109869. static MODEL_FILENAME: string;
  109870. /**
  109871. * Gamepad Id prefix used to identify Daydream Controller.
  109872. */
  109873. static readonly GAMEPAD_ID_PREFIX: string;
  109874. /**
  109875. * Creates a new DaydreamController from a gamepad
  109876. * @param vrGamepad the gamepad that the controller should be created from
  109877. */
  109878. constructor(vrGamepad: any);
  109879. /**
  109880. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  109881. * @param scene scene in which to add meshes
  109882. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  109883. */
  109884. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  109885. /**
  109886. * Called once for each button that changed state since the last frame
  109887. * @param buttonIdx Which button index changed
  109888. * @param state New state of the button
  109889. * @param changes Which properties on the state changed since last frame
  109890. */
  109891. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  109892. }
  109893. }
  109894. declare module BABYLON {
  109895. /**
  109896. * Gear VR Controller
  109897. */
  109898. export class GearVRController extends WebVRController {
  109899. /**
  109900. * Base Url for the controller model.
  109901. */
  109902. static MODEL_BASE_URL: string;
  109903. /**
  109904. * File name for the controller model.
  109905. */
  109906. static MODEL_FILENAME: string;
  109907. /**
  109908. * Gamepad Id prefix used to identify this controller.
  109909. */
  109910. static readonly GAMEPAD_ID_PREFIX: string;
  109911. private readonly _buttonIndexToObservableNameMap;
  109912. /**
  109913. * Creates a new GearVRController from a gamepad
  109914. * @param vrGamepad the gamepad that the controller should be created from
  109915. */
  109916. constructor(vrGamepad: any);
  109917. /**
  109918. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  109919. * @param scene scene in which to add meshes
  109920. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  109921. */
  109922. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  109923. /**
  109924. * Called once for each button that changed state since the last frame
  109925. * @param buttonIdx Which button index changed
  109926. * @param state New state of the button
  109927. * @param changes Which properties on the state changed since last frame
  109928. */
  109929. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  109930. }
  109931. }
  109932. declare module BABYLON {
  109933. /**
  109934. * Class containing static functions to help procedurally build meshes
  109935. */
  109936. export class PolyhedronBuilder {
  109937. /**
  109938. * Creates a polyhedron mesh
  109939. * * 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
  109940. * * The parameter `size` (positive float, default 1) sets the polygon size
  109941. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  109942. * * 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`
  109943. * * 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
  109944. * * 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)`)
  109945. * * 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
  109946. * * 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
  109947. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109948. * * 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
  109949. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  109950. * @param name defines the name of the mesh
  109951. * @param options defines the options used to create the mesh
  109952. * @param scene defines the hosting scene
  109953. * @returns the polyhedron mesh
  109954. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  109955. */
  109956. static CreatePolyhedron(name: string, options: {
  109957. type?: number;
  109958. size?: number;
  109959. sizeX?: number;
  109960. sizeY?: number;
  109961. sizeZ?: number;
  109962. custom?: any;
  109963. faceUV?: Vector4[];
  109964. faceColors?: Color4[];
  109965. flat?: boolean;
  109966. updatable?: boolean;
  109967. sideOrientation?: number;
  109968. frontUVs?: Vector4;
  109969. backUVs?: Vector4;
  109970. }, scene?: Nullable<Scene>): Mesh;
  109971. }
  109972. }
  109973. declare module BABYLON {
  109974. /**
  109975. * Gizmo that enables scaling a mesh along 3 axis
  109976. */
  109977. export class ScaleGizmo extends Gizmo {
  109978. /**
  109979. * Internal gizmo used for interactions on the x axis
  109980. */
  109981. xGizmo: AxisScaleGizmo;
  109982. /**
  109983. * Internal gizmo used for interactions on the y axis
  109984. */
  109985. yGizmo: AxisScaleGizmo;
  109986. /**
  109987. * Internal gizmo used for interactions on the z axis
  109988. */
  109989. zGizmo: AxisScaleGizmo;
  109990. /**
  109991. * Internal gizmo used to scale all axis equally
  109992. */
  109993. uniformScaleGizmo: AxisScaleGizmo;
  109994. private _meshAttached;
  109995. private _updateGizmoRotationToMatchAttachedMesh;
  109996. private _snapDistance;
  109997. private _scaleRatio;
  109998. private _uniformScalingMesh;
  109999. private _octahedron;
  110000. /** Fires an event when any of it's sub gizmos are dragged */
  110001. onDragStartObservable: Observable<unknown>;
  110002. /** Fires an event when any of it's sub gizmos are released from dragging */
  110003. onDragEndObservable: Observable<unknown>;
  110004. attachedMesh: Nullable<AbstractMesh>;
  110005. /**
  110006. * Creates a ScaleGizmo
  110007. * @param gizmoLayer The utility layer the gizmo will be added to
  110008. */
  110009. constructor(gizmoLayer?: UtilityLayerRenderer);
  110010. updateGizmoRotationToMatchAttachedMesh: boolean;
  110011. /**
  110012. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110013. */
  110014. snapDistance: number;
  110015. /**
  110016. * Ratio for the scale of the gizmo (Default: 1)
  110017. */
  110018. scaleRatio: number;
  110019. /**
  110020. * Disposes of the gizmo
  110021. */
  110022. dispose(): void;
  110023. }
  110024. }
  110025. declare module BABYLON {
  110026. /**
  110027. * Single axis scale gizmo
  110028. */
  110029. export class AxisScaleGizmo extends Gizmo {
  110030. /**
  110031. * Drag behavior responsible for the gizmos dragging interactions
  110032. */
  110033. dragBehavior: PointerDragBehavior;
  110034. private _pointerObserver;
  110035. /**
  110036. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110037. */
  110038. snapDistance: number;
  110039. /**
  110040. * Event that fires each time the gizmo snaps to a new location.
  110041. * * snapDistance is the the change in distance
  110042. */
  110043. onSnapObservable: Observable<{
  110044. snapDistance: number;
  110045. }>;
  110046. /**
  110047. * If the scaling operation should be done on all axis (default: false)
  110048. */
  110049. uniformScaling: boolean;
  110050. private _isEnabled;
  110051. private _parent;
  110052. private _arrow;
  110053. private _coloredMaterial;
  110054. private _hoverMaterial;
  110055. /**
  110056. * Creates an AxisScaleGizmo
  110057. * @param gizmoLayer The utility layer the gizmo will be added to
  110058. * @param dragAxis The axis which the gizmo will be able to scale on
  110059. * @param color The color of the gizmo
  110060. */
  110061. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  110062. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110063. /**
  110064. * If the gizmo is enabled
  110065. */
  110066. isEnabled: boolean;
  110067. /**
  110068. * Disposes of the gizmo
  110069. */
  110070. dispose(): void;
  110071. /**
  110072. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  110073. * @param mesh The mesh to replace the default mesh of the gizmo
  110074. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  110075. */
  110076. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  110077. }
  110078. }
  110079. declare module BABYLON {
  110080. /**
  110081. * Bounding box gizmo
  110082. */
  110083. export class BoundingBoxGizmo extends Gizmo {
  110084. private _lineBoundingBox;
  110085. private _rotateSpheresParent;
  110086. private _scaleBoxesParent;
  110087. private _boundingDimensions;
  110088. private _renderObserver;
  110089. private _pointerObserver;
  110090. private _scaleDragSpeed;
  110091. private _tmpQuaternion;
  110092. private _tmpVector;
  110093. private _tmpRotationMatrix;
  110094. /**
  110095. * 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)
  110096. */
  110097. ignoreChildren: boolean;
  110098. /**
  110099. * 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)
  110100. */
  110101. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  110102. /**
  110103. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  110104. */
  110105. rotationSphereSize: number;
  110106. /**
  110107. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  110108. */
  110109. scaleBoxSize: number;
  110110. /**
  110111. * 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)
  110112. */
  110113. fixedDragMeshScreenSize: boolean;
  110114. /**
  110115. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  110116. */
  110117. fixedDragMeshScreenSizeDistanceFactor: number;
  110118. /**
  110119. * Fired when a rotation sphere or scale box is dragged
  110120. */
  110121. onDragStartObservable: Observable<{}>;
  110122. /**
  110123. * Fired when a scale box is dragged
  110124. */
  110125. onScaleBoxDragObservable: Observable<{}>;
  110126. /**
  110127. * Fired when a scale box drag is ended
  110128. */
  110129. onScaleBoxDragEndObservable: Observable<{}>;
  110130. /**
  110131. * Fired when a rotation sphere is dragged
  110132. */
  110133. onRotationSphereDragObservable: Observable<{}>;
  110134. /**
  110135. * Fired when a rotation sphere drag is ended
  110136. */
  110137. onRotationSphereDragEndObservable: Observable<{}>;
  110138. /**
  110139. * 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)
  110140. */
  110141. scalePivot: Nullable<Vector3>;
  110142. /**
  110143. * Mesh used as a pivot to rotate the attached mesh
  110144. */
  110145. private _anchorMesh;
  110146. private _existingMeshScale;
  110147. private _dragMesh;
  110148. private pointerDragBehavior;
  110149. private coloredMaterial;
  110150. private hoverColoredMaterial;
  110151. /**
  110152. * Sets the color of the bounding box gizmo
  110153. * @param color the color to set
  110154. */
  110155. setColor(color: Color3): void;
  110156. /**
  110157. * Creates an BoundingBoxGizmo
  110158. * @param gizmoLayer The utility layer the gizmo will be added to
  110159. * @param color The color of the gizmo
  110160. */
  110161. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  110162. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110163. private _selectNode;
  110164. /**
  110165. * Updates the bounding box information for the Gizmo
  110166. */
  110167. updateBoundingBox(): void;
  110168. private _updateRotationSpheres;
  110169. private _updateScaleBoxes;
  110170. /**
  110171. * Enables rotation on the specified axis and disables rotation on the others
  110172. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  110173. */
  110174. setEnabledRotationAxis(axis: string): void;
  110175. /**
  110176. * Enables/disables scaling
  110177. * @param enable if scaling should be enabled
  110178. */
  110179. setEnabledScaling(enable: boolean): void;
  110180. private _updateDummy;
  110181. /**
  110182. * Enables a pointer drag behavior on the bounding box of the gizmo
  110183. */
  110184. enableDragBehavior(): void;
  110185. /**
  110186. * Disposes of the gizmo
  110187. */
  110188. dispose(): void;
  110189. /**
  110190. * 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)
  110191. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  110192. * @returns the bounding box mesh with the passed in mesh as a child
  110193. */
  110194. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  110195. /**
  110196. * CustomMeshes are not supported by this gizmo
  110197. * @param mesh The mesh to replace the default mesh of the gizmo
  110198. */
  110199. setCustomMesh(mesh: Mesh): void;
  110200. }
  110201. }
  110202. declare module BABYLON {
  110203. /**
  110204. * Single plane rotation gizmo
  110205. */
  110206. export class PlaneRotationGizmo extends Gizmo {
  110207. /**
  110208. * Drag behavior responsible for the gizmos dragging interactions
  110209. */
  110210. dragBehavior: PointerDragBehavior;
  110211. private _pointerObserver;
  110212. /**
  110213. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  110214. */
  110215. snapDistance: number;
  110216. /**
  110217. * Event that fires each time the gizmo snaps to a new location.
  110218. * * snapDistance is the the change in distance
  110219. */
  110220. onSnapObservable: Observable<{
  110221. snapDistance: number;
  110222. }>;
  110223. private _isEnabled;
  110224. private _parent;
  110225. /**
  110226. * Creates a PlaneRotationGizmo
  110227. * @param gizmoLayer The utility layer the gizmo will be added to
  110228. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  110229. * @param color The color of the gizmo
  110230. * @param tessellation Amount of tessellation to be used when creating rotation circles
  110231. * @param useEulerRotation Use and update Euler angle instead of quaternion
  110232. */
  110233. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  110234. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110235. /**
  110236. * If the gizmo is enabled
  110237. */
  110238. isEnabled: boolean;
  110239. /**
  110240. * Disposes of the gizmo
  110241. */
  110242. dispose(): void;
  110243. }
  110244. }
  110245. declare module BABYLON {
  110246. /**
  110247. * Gizmo that enables rotating a mesh along 3 axis
  110248. */
  110249. export class RotationGizmo extends Gizmo {
  110250. /**
  110251. * Internal gizmo used for interactions on the x axis
  110252. */
  110253. xGizmo: PlaneRotationGizmo;
  110254. /**
  110255. * Internal gizmo used for interactions on the y axis
  110256. */
  110257. yGizmo: PlaneRotationGizmo;
  110258. /**
  110259. * Internal gizmo used for interactions on the z axis
  110260. */
  110261. zGizmo: PlaneRotationGizmo;
  110262. /** Fires an event when any of it's sub gizmos are dragged */
  110263. onDragStartObservable: Observable<unknown>;
  110264. /** Fires an event when any of it's sub gizmos are released from dragging */
  110265. onDragEndObservable: Observable<unknown>;
  110266. private _meshAttached;
  110267. attachedMesh: Nullable<AbstractMesh>;
  110268. /**
  110269. * Creates a RotationGizmo
  110270. * @param gizmoLayer The utility layer the gizmo will be added to
  110271. * @param tessellation Amount of tessellation to be used when creating rotation circles
  110272. * @param useEulerRotation Use and update Euler angle instead of quaternion
  110273. */
  110274. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  110275. updateGizmoRotationToMatchAttachedMesh: boolean;
  110276. /**
  110277. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110278. */
  110279. snapDistance: number;
  110280. /**
  110281. * Ratio for the scale of the gizmo (Default: 1)
  110282. */
  110283. scaleRatio: number;
  110284. /**
  110285. * Disposes of the gizmo
  110286. */
  110287. dispose(): void;
  110288. /**
  110289. * CustomMeshes are not supported by this gizmo
  110290. * @param mesh The mesh to replace the default mesh of the gizmo
  110291. */
  110292. setCustomMesh(mesh: Mesh): void;
  110293. }
  110294. }
  110295. declare module BABYLON {
  110296. /**
  110297. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  110298. */
  110299. export class GizmoManager implements IDisposable {
  110300. private scene;
  110301. /**
  110302. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  110303. */
  110304. gizmos: {
  110305. positionGizmo: Nullable<PositionGizmo>;
  110306. rotationGizmo: Nullable<RotationGizmo>;
  110307. scaleGizmo: Nullable<ScaleGizmo>;
  110308. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  110309. };
  110310. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  110311. clearGizmoOnEmptyPointerEvent: boolean;
  110312. /** Fires an event when the manager is attached to a mesh */
  110313. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  110314. private _gizmosEnabled;
  110315. private _pointerObserver;
  110316. private _attachedMesh;
  110317. private _boundingBoxColor;
  110318. private _defaultUtilityLayer;
  110319. private _defaultKeepDepthUtilityLayer;
  110320. /**
  110321. * When bounding box gizmo is enabled, this can be used to track drag/end events
  110322. */
  110323. boundingBoxDragBehavior: SixDofDragBehavior;
  110324. /**
  110325. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  110326. */
  110327. attachableMeshes: Nullable<Array<AbstractMesh>>;
  110328. /**
  110329. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  110330. */
  110331. usePointerToAttachGizmos: boolean;
  110332. /**
  110333. * Utility layer that the bounding box gizmo belongs to
  110334. */
  110335. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  110336. /**
  110337. * Utility layer that all gizmos besides bounding box belong to
  110338. */
  110339. readonly utilityLayer: UtilityLayerRenderer;
  110340. /**
  110341. * Instatiates a gizmo manager
  110342. * @param scene the scene to overlay the gizmos on top of
  110343. */
  110344. constructor(scene: Scene);
  110345. /**
  110346. * Attaches a set of gizmos to the specified mesh
  110347. * @param mesh The mesh the gizmo's should be attached to
  110348. */
  110349. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  110350. /**
  110351. * If the position gizmo is enabled
  110352. */
  110353. positionGizmoEnabled: boolean;
  110354. /**
  110355. * If the rotation gizmo is enabled
  110356. */
  110357. rotationGizmoEnabled: boolean;
  110358. /**
  110359. * If the scale gizmo is enabled
  110360. */
  110361. scaleGizmoEnabled: boolean;
  110362. /**
  110363. * If the boundingBox gizmo is enabled
  110364. */
  110365. boundingBoxGizmoEnabled: boolean;
  110366. /**
  110367. * Disposes of the gizmo manager
  110368. */
  110369. dispose(): void;
  110370. }
  110371. }
  110372. declare module BABYLON {
  110373. /**
  110374. * A directional light is defined by a direction (what a surprise!).
  110375. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  110376. * 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.
  110377. * Documentation: https://doc.babylonjs.com/babylon101/lights
  110378. */
  110379. export class DirectionalLight extends ShadowLight {
  110380. private _shadowFrustumSize;
  110381. /**
  110382. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  110383. */
  110384. /**
  110385. * Specifies a fix frustum size for the shadow generation.
  110386. */
  110387. shadowFrustumSize: number;
  110388. private _shadowOrthoScale;
  110389. /**
  110390. * Gets the shadow projection scale against the optimal computed one.
  110391. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  110392. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  110393. */
  110394. /**
  110395. * Sets the shadow projection scale against the optimal computed one.
  110396. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  110397. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  110398. */
  110399. shadowOrthoScale: number;
  110400. /**
  110401. * Automatically compute the projection matrix to best fit (including all the casters)
  110402. * on each frame.
  110403. */
  110404. autoUpdateExtends: boolean;
  110405. private _orthoLeft;
  110406. private _orthoRight;
  110407. private _orthoTop;
  110408. private _orthoBottom;
  110409. /**
  110410. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  110411. * The directional light is emitted from everywhere in the given direction.
  110412. * It can cast shadows.
  110413. * Documentation : https://doc.babylonjs.com/babylon101/lights
  110414. * @param name The friendly name of the light
  110415. * @param direction The direction of the light
  110416. * @param scene The scene the light belongs to
  110417. */
  110418. constructor(name: string, direction: Vector3, scene: Scene);
  110419. /**
  110420. * Returns the string "DirectionalLight".
  110421. * @return The class name
  110422. */
  110423. getClassName(): string;
  110424. /**
  110425. * Returns the integer 1.
  110426. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  110427. */
  110428. getTypeID(): number;
  110429. /**
  110430. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  110431. * Returns the DirectionalLight Shadow projection matrix.
  110432. */
  110433. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110434. /**
  110435. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  110436. * Returns the DirectionalLight Shadow projection matrix.
  110437. */
  110438. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  110439. /**
  110440. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  110441. * Returns the DirectionalLight Shadow projection matrix.
  110442. */
  110443. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110444. protected _buildUniformLayout(): void;
  110445. /**
  110446. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  110447. * @param effect The effect to update
  110448. * @param lightIndex The index of the light in the effect to update
  110449. * @returns The directional light
  110450. */
  110451. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  110452. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  110453. /**
  110454. * Gets the minZ used for shadow according to both the scene and the light.
  110455. *
  110456. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  110457. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  110458. * @param activeCamera The camera we are returning the min for
  110459. * @returns the depth min z
  110460. */
  110461. getDepthMinZ(activeCamera: Camera): number;
  110462. /**
  110463. * Gets the maxZ used for shadow according to both the scene and the light.
  110464. *
  110465. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  110466. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  110467. * @param activeCamera The camera we are returning the max for
  110468. * @returns the depth max z
  110469. */
  110470. getDepthMaxZ(activeCamera: Camera): number;
  110471. /**
  110472. * Prepares the list of defines specific to the light type.
  110473. * @param defines the list of defines
  110474. * @param lightIndex defines the index of the light for the effect
  110475. */
  110476. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  110477. }
  110478. }
  110479. declare module BABYLON {
  110480. /**
  110481. * Class containing static functions to help procedurally build meshes
  110482. */
  110483. export class HemisphereBuilder {
  110484. /**
  110485. * Creates a hemisphere mesh
  110486. * @param name defines the name of the mesh
  110487. * @param options defines the options used to create the mesh
  110488. * @param scene defines the hosting scene
  110489. * @returns the hemisphere mesh
  110490. */
  110491. static CreateHemisphere(name: string, options: {
  110492. segments?: number;
  110493. diameter?: number;
  110494. sideOrientation?: number;
  110495. }, scene: any): Mesh;
  110496. }
  110497. }
  110498. declare module BABYLON {
  110499. /**
  110500. * A spot light is defined by a position, a direction, an angle, and an exponent.
  110501. * These values define a cone of light starting from the position, emitting toward the direction.
  110502. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  110503. * and the exponent defines the speed of the decay of the light with distance (reach).
  110504. * Documentation: https://doc.babylonjs.com/babylon101/lights
  110505. */
  110506. export class SpotLight extends ShadowLight {
  110507. private _angle;
  110508. private _innerAngle;
  110509. private _cosHalfAngle;
  110510. private _lightAngleScale;
  110511. private _lightAngleOffset;
  110512. /**
  110513. * Gets the cone angle of the spot light in Radians.
  110514. */
  110515. /**
  110516. * Sets the cone angle of the spot light in Radians.
  110517. */
  110518. angle: number;
  110519. /**
  110520. * Only used in gltf falloff mode, this defines the angle where
  110521. * the directional falloff will start before cutting at angle which could be seen
  110522. * as outer angle.
  110523. */
  110524. /**
  110525. * Only used in gltf falloff mode, this defines the angle where
  110526. * the directional falloff will start before cutting at angle which could be seen
  110527. * as outer angle.
  110528. */
  110529. innerAngle: number;
  110530. private _shadowAngleScale;
  110531. /**
  110532. * Allows scaling the angle of the light for shadow generation only.
  110533. */
  110534. /**
  110535. * Allows scaling the angle of the light for shadow generation only.
  110536. */
  110537. shadowAngleScale: number;
  110538. /**
  110539. * The light decay speed with the distance from the emission spot.
  110540. */
  110541. exponent: number;
  110542. private _projectionTextureMatrix;
  110543. /**
  110544. * Allows reading the projecton texture
  110545. */
  110546. readonly projectionTextureMatrix: Matrix;
  110547. protected _projectionTextureLightNear: number;
  110548. /**
  110549. * Gets the near clip of the Spotlight for texture projection.
  110550. */
  110551. /**
  110552. * Sets the near clip of the Spotlight for texture projection.
  110553. */
  110554. projectionTextureLightNear: number;
  110555. protected _projectionTextureLightFar: number;
  110556. /**
  110557. * Gets the far clip of the Spotlight for texture projection.
  110558. */
  110559. /**
  110560. * Sets the far clip of the Spotlight for texture projection.
  110561. */
  110562. projectionTextureLightFar: number;
  110563. protected _projectionTextureUpDirection: Vector3;
  110564. /**
  110565. * Gets the Up vector of the Spotlight for texture projection.
  110566. */
  110567. /**
  110568. * Sets the Up vector of the Spotlight for texture projection.
  110569. */
  110570. projectionTextureUpDirection: Vector3;
  110571. private _projectionTexture;
  110572. /**
  110573. * Gets the projection texture of the light.
  110574. */
  110575. /**
  110576. * Sets the projection texture of the light.
  110577. */
  110578. projectionTexture: Nullable<BaseTexture>;
  110579. private _projectionTextureViewLightDirty;
  110580. private _projectionTextureProjectionLightDirty;
  110581. private _projectionTextureDirty;
  110582. private _projectionTextureViewTargetVector;
  110583. private _projectionTextureViewLightMatrix;
  110584. private _projectionTextureProjectionLightMatrix;
  110585. private _projectionTextureScalingMatrix;
  110586. /**
  110587. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  110588. * It can cast shadows.
  110589. * Documentation : https://doc.babylonjs.com/babylon101/lights
  110590. * @param name The light friendly name
  110591. * @param position The position of the spot light in the scene
  110592. * @param direction The direction of the light in the scene
  110593. * @param angle The cone angle of the light in Radians
  110594. * @param exponent The light decay speed with the distance from the emission spot
  110595. * @param scene The scene the lights belongs to
  110596. */
  110597. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  110598. /**
  110599. * Returns the string "SpotLight".
  110600. * @returns the class name
  110601. */
  110602. getClassName(): string;
  110603. /**
  110604. * Returns the integer 2.
  110605. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  110606. */
  110607. getTypeID(): number;
  110608. /**
  110609. * Overrides the direction setter to recompute the projection texture view light Matrix.
  110610. */
  110611. protected _setDirection(value: Vector3): void;
  110612. /**
  110613. * Overrides the position setter to recompute the projection texture view light Matrix.
  110614. */
  110615. protected _setPosition(value: Vector3): void;
  110616. /**
  110617. * 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.
  110618. * Returns the SpotLight.
  110619. */
  110620. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110621. protected _computeProjectionTextureViewLightMatrix(): void;
  110622. protected _computeProjectionTextureProjectionLightMatrix(): void;
  110623. /**
  110624. * Main function for light texture projection matrix computing.
  110625. */
  110626. protected _computeProjectionTextureMatrix(): void;
  110627. protected _buildUniformLayout(): void;
  110628. private _computeAngleValues;
  110629. /**
  110630. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  110631. * @param effect The effect to update
  110632. * @param lightIndex The index of the light in the effect to update
  110633. * @returns The spot light
  110634. */
  110635. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  110636. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  110637. /**
  110638. * Disposes the light and the associated resources.
  110639. */
  110640. dispose(): void;
  110641. /**
  110642. * Prepares the list of defines specific to the light type.
  110643. * @param defines the list of defines
  110644. * @param lightIndex defines the index of the light for the effect
  110645. */
  110646. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  110647. }
  110648. }
  110649. declare module BABYLON {
  110650. /**
  110651. * Gizmo that enables viewing a light
  110652. */
  110653. export class LightGizmo extends Gizmo {
  110654. private _lightMesh;
  110655. private _material;
  110656. private cachedPosition;
  110657. private cachedForward;
  110658. /**
  110659. * Creates a LightGizmo
  110660. * @param gizmoLayer The utility layer the gizmo will be added to
  110661. */
  110662. constructor(gizmoLayer?: UtilityLayerRenderer);
  110663. private _light;
  110664. /**
  110665. * The light that the gizmo is attached to
  110666. */
  110667. light: Nullable<Light>;
  110668. /**
  110669. * Gets the material used to render the light gizmo
  110670. */
  110671. readonly material: StandardMaterial;
  110672. /**
  110673. * @hidden
  110674. * Updates the gizmo to match the attached mesh's position/rotation
  110675. */
  110676. protected _update(): void;
  110677. private static _Scale;
  110678. /**
  110679. * Creates the lines for a light mesh
  110680. */
  110681. private static _createLightLines;
  110682. /**
  110683. * Disposes of the light gizmo
  110684. */
  110685. dispose(): void;
  110686. private static _CreateHemisphericLightMesh;
  110687. private static _CreatePointLightMesh;
  110688. private static _CreateSpotLightMesh;
  110689. private static _CreateDirectionalLightMesh;
  110690. }
  110691. }
  110692. declare module BABYLON {
  110693. /** @hidden */
  110694. export var backgroundFragmentDeclaration: {
  110695. name: string;
  110696. shader: string;
  110697. };
  110698. }
  110699. declare module BABYLON {
  110700. /** @hidden */
  110701. export var backgroundUboDeclaration: {
  110702. name: string;
  110703. shader: string;
  110704. };
  110705. }
  110706. declare module BABYLON {
  110707. /** @hidden */
  110708. export var backgroundPixelShader: {
  110709. name: string;
  110710. shader: string;
  110711. };
  110712. }
  110713. declare module BABYLON {
  110714. /** @hidden */
  110715. export var backgroundVertexDeclaration: {
  110716. name: string;
  110717. shader: string;
  110718. };
  110719. }
  110720. declare module BABYLON {
  110721. /** @hidden */
  110722. export var backgroundVertexShader: {
  110723. name: string;
  110724. shader: string;
  110725. };
  110726. }
  110727. declare module BABYLON {
  110728. /**
  110729. * Background material used to create an efficient environement around your scene.
  110730. */
  110731. export class BackgroundMaterial extends PushMaterial {
  110732. /**
  110733. * Standard reflectance value at parallel view angle.
  110734. */
  110735. static StandardReflectance0: number;
  110736. /**
  110737. * Standard reflectance value at grazing angle.
  110738. */
  110739. static StandardReflectance90: number;
  110740. protected _primaryColor: Color3;
  110741. /**
  110742. * Key light Color (multiply against the environement texture)
  110743. */
  110744. primaryColor: Color3;
  110745. protected __perceptualColor: Nullable<Color3>;
  110746. /**
  110747. * Experimental Internal Use Only.
  110748. *
  110749. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  110750. * This acts as a helper to set the primary color to a more "human friendly" value.
  110751. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  110752. * output color as close as possible from the chosen value.
  110753. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  110754. * part of lighting setup.)
  110755. */
  110756. _perceptualColor: Nullable<Color3>;
  110757. protected _primaryColorShadowLevel: float;
  110758. /**
  110759. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  110760. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  110761. */
  110762. primaryColorShadowLevel: float;
  110763. protected _primaryColorHighlightLevel: float;
  110764. /**
  110765. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  110766. * The primary color is used at the level chosen to define what the white area would look.
  110767. */
  110768. primaryColorHighlightLevel: float;
  110769. protected _reflectionTexture: Nullable<BaseTexture>;
  110770. /**
  110771. * Reflection Texture used in the material.
  110772. * Should be author in a specific way for the best result (refer to the documentation).
  110773. */
  110774. reflectionTexture: Nullable<BaseTexture>;
  110775. protected _reflectionBlur: float;
  110776. /**
  110777. * Reflection Texture level of blur.
  110778. *
  110779. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  110780. * texture twice.
  110781. */
  110782. reflectionBlur: float;
  110783. protected _diffuseTexture: Nullable<BaseTexture>;
  110784. /**
  110785. * Diffuse Texture used in the material.
  110786. * Should be author in a specific way for the best result (refer to the documentation).
  110787. */
  110788. diffuseTexture: Nullable<BaseTexture>;
  110789. protected _shadowLights: Nullable<IShadowLight[]>;
  110790. /**
  110791. * Specify the list of lights casting shadow on the material.
  110792. * All scene shadow lights will be included if null.
  110793. */
  110794. shadowLights: Nullable<IShadowLight[]>;
  110795. protected _shadowLevel: float;
  110796. /**
  110797. * Helps adjusting the shadow to a softer level if required.
  110798. * 0 means black shadows and 1 means no shadows.
  110799. */
  110800. shadowLevel: float;
  110801. protected _sceneCenter: Vector3;
  110802. /**
  110803. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  110804. * It is usually zero but might be interesting to modify according to your setup.
  110805. */
  110806. sceneCenter: Vector3;
  110807. protected _opacityFresnel: boolean;
  110808. /**
  110809. * This helps specifying that the material is falling off to the sky box at grazing angle.
  110810. * This helps ensuring a nice transition when the camera goes under the ground.
  110811. */
  110812. opacityFresnel: boolean;
  110813. protected _reflectionFresnel: boolean;
  110814. /**
  110815. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  110816. * This helps adding a mirror texture on the ground.
  110817. */
  110818. reflectionFresnel: boolean;
  110819. protected _reflectionFalloffDistance: number;
  110820. /**
  110821. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  110822. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  110823. */
  110824. reflectionFalloffDistance: number;
  110825. protected _reflectionAmount: number;
  110826. /**
  110827. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  110828. */
  110829. reflectionAmount: number;
  110830. protected _reflectionReflectance0: number;
  110831. /**
  110832. * This specifies the weight of the reflection at grazing angle.
  110833. */
  110834. reflectionReflectance0: number;
  110835. protected _reflectionReflectance90: number;
  110836. /**
  110837. * This specifies the weight of the reflection at a perpendicular point of view.
  110838. */
  110839. reflectionReflectance90: number;
  110840. /**
  110841. * Sets the reflection reflectance fresnel values according to the default standard
  110842. * empirically know to work well :-)
  110843. */
  110844. reflectionStandardFresnelWeight: number;
  110845. protected _useRGBColor: boolean;
  110846. /**
  110847. * Helps to directly use the maps channels instead of their level.
  110848. */
  110849. useRGBColor: boolean;
  110850. protected _enableNoise: boolean;
  110851. /**
  110852. * This helps reducing the banding effect that could occur on the background.
  110853. */
  110854. enableNoise: boolean;
  110855. /**
  110856. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  110857. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  110858. * Recommended to be keep at 1.0 except for special cases.
  110859. */
  110860. fovMultiplier: number;
  110861. private _fovMultiplier;
  110862. /**
  110863. * Enable the FOV adjustment feature controlled by fovMultiplier.
  110864. */
  110865. useEquirectangularFOV: boolean;
  110866. private _maxSimultaneousLights;
  110867. /**
  110868. * Number of Simultaneous lights allowed on the material.
  110869. */
  110870. maxSimultaneousLights: int;
  110871. /**
  110872. * Default configuration related to image processing available in the Background Material.
  110873. */
  110874. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  110875. /**
  110876. * Keep track of the image processing observer to allow dispose and replace.
  110877. */
  110878. private _imageProcessingObserver;
  110879. /**
  110880. * Attaches a new image processing configuration to the PBR Material.
  110881. * @param configuration (if null the scene configuration will be use)
  110882. */
  110883. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  110884. /**
  110885. * Gets the image processing configuration used either in this material.
  110886. */
  110887. /**
  110888. * Sets the Default image processing configuration used either in the this material.
  110889. *
  110890. * If sets to null, the scene one is in use.
  110891. */
  110892. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  110893. /**
  110894. * Gets wether the color curves effect is enabled.
  110895. */
  110896. /**
  110897. * Sets wether the color curves effect is enabled.
  110898. */
  110899. cameraColorCurvesEnabled: boolean;
  110900. /**
  110901. * Gets wether the color grading effect is enabled.
  110902. */
  110903. /**
  110904. * Gets wether the color grading effect is enabled.
  110905. */
  110906. cameraColorGradingEnabled: boolean;
  110907. /**
  110908. * Gets wether tonemapping is enabled or not.
  110909. */
  110910. /**
  110911. * Sets wether tonemapping is enabled or not
  110912. */
  110913. cameraToneMappingEnabled: boolean;
  110914. /**
  110915. * The camera exposure used on this material.
  110916. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110917. * This corresponds to a photographic exposure.
  110918. */
  110919. /**
  110920. * The camera exposure used on this material.
  110921. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110922. * This corresponds to a photographic exposure.
  110923. */
  110924. cameraExposure: float;
  110925. /**
  110926. * Gets The camera contrast used on this material.
  110927. */
  110928. /**
  110929. * Sets The camera contrast used on this material.
  110930. */
  110931. cameraContrast: float;
  110932. /**
  110933. * Gets the Color Grading 2D Lookup Texture.
  110934. */
  110935. /**
  110936. * Sets the Color Grading 2D Lookup Texture.
  110937. */
  110938. cameraColorGradingTexture: Nullable<BaseTexture>;
  110939. /**
  110940. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110941. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110942. * 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;
  110943. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110944. */
  110945. /**
  110946. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110947. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110948. * 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;
  110949. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110950. */
  110951. cameraColorCurves: Nullable<ColorCurves>;
  110952. /**
  110953. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  110954. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  110955. */
  110956. switchToBGR: boolean;
  110957. private _renderTargets;
  110958. private _reflectionControls;
  110959. private _white;
  110960. private _primaryShadowColor;
  110961. private _primaryHighlightColor;
  110962. /**
  110963. * Instantiates a Background Material in the given scene
  110964. * @param name The friendly name of the material
  110965. * @param scene The scene to add the material to
  110966. */
  110967. constructor(name: string, scene: Scene);
  110968. /**
  110969. * Gets a boolean indicating that current material needs to register RTT
  110970. */
  110971. readonly hasRenderTargetTextures: boolean;
  110972. /**
  110973. * The entire material has been created in order to prevent overdraw.
  110974. * @returns false
  110975. */
  110976. needAlphaTesting(): boolean;
  110977. /**
  110978. * The entire material has been created in order to prevent overdraw.
  110979. * @returns true if blending is enable
  110980. */
  110981. needAlphaBlending(): boolean;
  110982. /**
  110983. * Checks wether the material is ready to be rendered for a given mesh.
  110984. * @param mesh The mesh to render
  110985. * @param subMesh The submesh to check against
  110986. * @param useInstances Specify wether or not the material is used with instances
  110987. * @returns true if all the dependencies are ready (Textures, Effects...)
  110988. */
  110989. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  110990. /**
  110991. * Compute the primary color according to the chosen perceptual color.
  110992. */
  110993. private _computePrimaryColorFromPerceptualColor;
  110994. /**
  110995. * Compute the highlights and shadow colors according to their chosen levels.
  110996. */
  110997. private _computePrimaryColors;
  110998. /**
  110999. * Build the uniform buffer used in the material.
  111000. */
  111001. buildUniformLayout(): void;
  111002. /**
  111003. * Unbind the material.
  111004. */
  111005. unbind(): void;
  111006. /**
  111007. * Bind only the world matrix to the material.
  111008. * @param world The world matrix to bind.
  111009. */
  111010. bindOnlyWorldMatrix(world: Matrix): void;
  111011. /**
  111012. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  111013. * @param world The world matrix to bind.
  111014. * @param subMesh The submesh to bind for.
  111015. */
  111016. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  111017. /**
  111018. * Checks to see if a texture is used in the material.
  111019. * @param texture - Base texture to use.
  111020. * @returns - Boolean specifying if a texture is used in the material.
  111021. */
  111022. hasTexture(texture: BaseTexture): boolean;
  111023. /**
  111024. * Dispose the material.
  111025. * @param forceDisposeEffect Force disposal of the associated effect.
  111026. * @param forceDisposeTextures Force disposal of the associated textures.
  111027. */
  111028. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  111029. /**
  111030. * Clones the material.
  111031. * @param name The cloned name.
  111032. * @returns The cloned material.
  111033. */
  111034. clone(name: string): BackgroundMaterial;
  111035. /**
  111036. * Serializes the current material to its JSON representation.
  111037. * @returns The JSON representation.
  111038. */
  111039. serialize(): any;
  111040. /**
  111041. * Gets the class name of the material
  111042. * @returns "BackgroundMaterial"
  111043. */
  111044. getClassName(): string;
  111045. /**
  111046. * Parse a JSON input to create back a background material.
  111047. * @param source The JSON data to parse
  111048. * @param scene The scene to create the parsed material in
  111049. * @param rootUrl The root url of the assets the material depends upon
  111050. * @returns the instantiated BackgroundMaterial.
  111051. */
  111052. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  111053. }
  111054. }
  111055. declare module BABYLON {
  111056. /**
  111057. * Represents the different options available during the creation of
  111058. * a Environment helper.
  111059. *
  111060. * This can control the default ground, skybox and image processing setup of your scene.
  111061. */
  111062. export interface IEnvironmentHelperOptions {
  111063. /**
  111064. * Specifies wether or not to create a ground.
  111065. * True by default.
  111066. */
  111067. createGround: boolean;
  111068. /**
  111069. * Specifies the ground size.
  111070. * 15 by default.
  111071. */
  111072. groundSize: number;
  111073. /**
  111074. * The texture used on the ground for the main color.
  111075. * Comes from the BabylonJS CDN by default.
  111076. *
  111077. * Remarks: Can be either a texture or a url.
  111078. */
  111079. groundTexture: string | BaseTexture;
  111080. /**
  111081. * The color mixed in the ground texture by default.
  111082. * BabylonJS clearColor by default.
  111083. */
  111084. groundColor: Color3;
  111085. /**
  111086. * Specifies the ground opacity.
  111087. * 1 by default.
  111088. */
  111089. groundOpacity: number;
  111090. /**
  111091. * Enables the ground to receive shadows.
  111092. * True by default.
  111093. */
  111094. enableGroundShadow: boolean;
  111095. /**
  111096. * Helps preventing the shadow to be fully black on the ground.
  111097. * 0.5 by default.
  111098. */
  111099. groundShadowLevel: number;
  111100. /**
  111101. * Creates a mirror texture attach to the ground.
  111102. * false by default.
  111103. */
  111104. enableGroundMirror: boolean;
  111105. /**
  111106. * Specifies the ground mirror size ratio.
  111107. * 0.3 by default as the default kernel is 64.
  111108. */
  111109. groundMirrorSizeRatio: number;
  111110. /**
  111111. * Specifies the ground mirror blur kernel size.
  111112. * 64 by default.
  111113. */
  111114. groundMirrorBlurKernel: number;
  111115. /**
  111116. * Specifies the ground mirror visibility amount.
  111117. * 1 by default
  111118. */
  111119. groundMirrorAmount: number;
  111120. /**
  111121. * Specifies the ground mirror reflectance weight.
  111122. * This uses the standard weight of the background material to setup the fresnel effect
  111123. * of the mirror.
  111124. * 1 by default.
  111125. */
  111126. groundMirrorFresnelWeight: number;
  111127. /**
  111128. * Specifies the ground mirror Falloff distance.
  111129. * This can helps reducing the size of the reflection.
  111130. * 0 by Default.
  111131. */
  111132. groundMirrorFallOffDistance: number;
  111133. /**
  111134. * Specifies the ground mirror texture type.
  111135. * Unsigned Int by Default.
  111136. */
  111137. groundMirrorTextureType: number;
  111138. /**
  111139. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  111140. * the shown objects.
  111141. */
  111142. groundYBias: number;
  111143. /**
  111144. * Specifies wether or not to create a skybox.
  111145. * True by default.
  111146. */
  111147. createSkybox: boolean;
  111148. /**
  111149. * Specifies the skybox size.
  111150. * 20 by default.
  111151. */
  111152. skyboxSize: number;
  111153. /**
  111154. * The texture used on the skybox for the main color.
  111155. * Comes from the BabylonJS CDN by default.
  111156. *
  111157. * Remarks: Can be either a texture or a url.
  111158. */
  111159. skyboxTexture: string | BaseTexture;
  111160. /**
  111161. * The color mixed in the skybox texture by default.
  111162. * BabylonJS clearColor by default.
  111163. */
  111164. skyboxColor: Color3;
  111165. /**
  111166. * The background rotation around the Y axis of the scene.
  111167. * This helps aligning the key lights of your scene with the background.
  111168. * 0 by default.
  111169. */
  111170. backgroundYRotation: number;
  111171. /**
  111172. * Compute automatically the size of the elements to best fit with the scene.
  111173. */
  111174. sizeAuto: boolean;
  111175. /**
  111176. * Default position of the rootMesh if autoSize is not true.
  111177. */
  111178. rootPosition: Vector3;
  111179. /**
  111180. * Sets up the image processing in the scene.
  111181. * true by default.
  111182. */
  111183. setupImageProcessing: boolean;
  111184. /**
  111185. * The texture used as your environment texture in the scene.
  111186. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  111187. *
  111188. * Remarks: Can be either a texture or a url.
  111189. */
  111190. environmentTexture: string | BaseTexture;
  111191. /**
  111192. * The value of the exposure to apply to the scene.
  111193. * 0.6 by default if setupImageProcessing is true.
  111194. */
  111195. cameraExposure: number;
  111196. /**
  111197. * The value of the contrast to apply to the scene.
  111198. * 1.6 by default if setupImageProcessing is true.
  111199. */
  111200. cameraContrast: number;
  111201. /**
  111202. * Specifies wether or not tonemapping should be enabled in the scene.
  111203. * true by default if setupImageProcessing is true.
  111204. */
  111205. toneMappingEnabled: boolean;
  111206. }
  111207. /**
  111208. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  111209. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  111210. * It also helps with the default setup of your imageProcessing configuration.
  111211. */
  111212. export class EnvironmentHelper {
  111213. /**
  111214. * Default ground texture URL.
  111215. */
  111216. private static _groundTextureCDNUrl;
  111217. /**
  111218. * Default skybox texture URL.
  111219. */
  111220. private static _skyboxTextureCDNUrl;
  111221. /**
  111222. * Default environment texture URL.
  111223. */
  111224. private static _environmentTextureCDNUrl;
  111225. /**
  111226. * Creates the default options for the helper.
  111227. */
  111228. private static _getDefaultOptions;
  111229. private _rootMesh;
  111230. /**
  111231. * Gets the root mesh created by the helper.
  111232. */
  111233. readonly rootMesh: Mesh;
  111234. private _skybox;
  111235. /**
  111236. * Gets the skybox created by the helper.
  111237. */
  111238. readonly skybox: Nullable<Mesh>;
  111239. private _skyboxTexture;
  111240. /**
  111241. * Gets the skybox texture created by the helper.
  111242. */
  111243. readonly skyboxTexture: Nullable<BaseTexture>;
  111244. private _skyboxMaterial;
  111245. /**
  111246. * Gets the skybox material created by the helper.
  111247. */
  111248. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  111249. private _ground;
  111250. /**
  111251. * Gets the ground mesh created by the helper.
  111252. */
  111253. readonly ground: Nullable<Mesh>;
  111254. private _groundTexture;
  111255. /**
  111256. * Gets the ground texture created by the helper.
  111257. */
  111258. readonly groundTexture: Nullable<BaseTexture>;
  111259. private _groundMirror;
  111260. /**
  111261. * Gets the ground mirror created by the helper.
  111262. */
  111263. readonly groundMirror: Nullable<MirrorTexture>;
  111264. /**
  111265. * Gets the ground mirror render list to helps pushing the meshes
  111266. * you wish in the ground reflection.
  111267. */
  111268. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  111269. private _groundMaterial;
  111270. /**
  111271. * Gets the ground material created by the helper.
  111272. */
  111273. readonly groundMaterial: Nullable<BackgroundMaterial>;
  111274. /**
  111275. * Stores the creation options.
  111276. */
  111277. private readonly _scene;
  111278. private _options;
  111279. /**
  111280. * This observable will be notified with any error during the creation of the environment,
  111281. * mainly texture creation errors.
  111282. */
  111283. onErrorObservable: Observable<{
  111284. message?: string;
  111285. exception?: any;
  111286. }>;
  111287. /**
  111288. * constructor
  111289. * @param options Defines the options we want to customize the helper
  111290. * @param scene The scene to add the material to
  111291. */
  111292. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  111293. /**
  111294. * Updates the background according to the new options
  111295. * @param options
  111296. */
  111297. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  111298. /**
  111299. * Sets the primary color of all the available elements.
  111300. * @param color the main color to affect to the ground and the background
  111301. */
  111302. setMainColor(color: Color3): void;
  111303. /**
  111304. * Setup the image processing according to the specified options.
  111305. */
  111306. private _setupImageProcessing;
  111307. /**
  111308. * Setup the environment texture according to the specified options.
  111309. */
  111310. private _setupEnvironmentTexture;
  111311. /**
  111312. * Setup the background according to the specified options.
  111313. */
  111314. private _setupBackground;
  111315. /**
  111316. * Get the scene sizes according to the setup.
  111317. */
  111318. private _getSceneSize;
  111319. /**
  111320. * Setup the ground according to the specified options.
  111321. */
  111322. private _setupGround;
  111323. /**
  111324. * Setup the ground material according to the specified options.
  111325. */
  111326. private _setupGroundMaterial;
  111327. /**
  111328. * Setup the ground diffuse texture according to the specified options.
  111329. */
  111330. private _setupGroundDiffuseTexture;
  111331. /**
  111332. * Setup the ground mirror texture according to the specified options.
  111333. */
  111334. private _setupGroundMirrorTexture;
  111335. /**
  111336. * Setup the ground to receive the mirror texture.
  111337. */
  111338. private _setupMirrorInGroundMaterial;
  111339. /**
  111340. * Setup the skybox according to the specified options.
  111341. */
  111342. private _setupSkybox;
  111343. /**
  111344. * Setup the skybox material according to the specified options.
  111345. */
  111346. private _setupSkyboxMaterial;
  111347. /**
  111348. * Setup the skybox reflection texture according to the specified options.
  111349. */
  111350. private _setupSkyboxReflectionTexture;
  111351. private _errorHandler;
  111352. /**
  111353. * Dispose all the elements created by the Helper.
  111354. */
  111355. dispose(): void;
  111356. }
  111357. }
  111358. declare module BABYLON {
  111359. /**
  111360. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  111361. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  111362. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  111363. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  111364. */
  111365. export class PhotoDome extends TransformNode {
  111366. /**
  111367. * Define the image as a Monoscopic panoramic 360 image.
  111368. */
  111369. static readonly MODE_MONOSCOPIC: number;
  111370. /**
  111371. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  111372. */
  111373. static readonly MODE_TOPBOTTOM: number;
  111374. /**
  111375. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  111376. */
  111377. static readonly MODE_SIDEBYSIDE: number;
  111378. private _useDirectMapping;
  111379. /**
  111380. * The texture being displayed on the sphere
  111381. */
  111382. protected _photoTexture: Texture;
  111383. /**
  111384. * Gets or sets the texture being displayed on the sphere
  111385. */
  111386. photoTexture: Texture;
  111387. /**
  111388. * Observable raised when an error occured while loading the 360 image
  111389. */
  111390. onLoadErrorObservable: Observable<string>;
  111391. /**
  111392. * The skybox material
  111393. */
  111394. protected _material: BackgroundMaterial;
  111395. /**
  111396. * The surface used for the skybox
  111397. */
  111398. protected _mesh: Mesh;
  111399. /**
  111400. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  111401. * Also see the options.resolution property.
  111402. */
  111403. fovMultiplier: number;
  111404. private _imageMode;
  111405. /**
  111406. * Gets or set the current video mode for the video. It can be:
  111407. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  111408. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  111409. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  111410. */
  111411. imageMode: number;
  111412. /**
  111413. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  111414. * @param name Element's name, child elements will append suffixes for their own names.
  111415. * @param urlsOfPhoto defines the url of the photo to display
  111416. * @param options defines an object containing optional or exposed sub element properties
  111417. * @param onError defines a callback called when an error occured while loading the texture
  111418. */
  111419. constructor(name: string, urlOfPhoto: string, options: {
  111420. resolution?: number;
  111421. size?: number;
  111422. useDirectMapping?: boolean;
  111423. faceForward?: boolean;
  111424. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  111425. private _onBeforeCameraRenderObserver;
  111426. private _changeImageMode;
  111427. /**
  111428. * Releases resources associated with this node.
  111429. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  111430. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  111431. */
  111432. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  111433. }
  111434. }
  111435. declare module BABYLON {
  111436. /**
  111437. * Class used to host RGBD texture specific utilities
  111438. */
  111439. export class RGBDTextureTools {
  111440. /**
  111441. * Expand the RGBD Texture from RGBD to Half Float if possible.
  111442. * @param texture the texture to expand.
  111443. */
  111444. static ExpandRGBDTexture(texture: Texture): void;
  111445. }
  111446. }
  111447. declare module BABYLON {
  111448. /**
  111449. * Class used to host texture specific utilities
  111450. */
  111451. export class BRDFTextureTools {
  111452. /**
  111453. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  111454. * @param scene defines the hosting scene
  111455. * @returns the environment BRDF texture
  111456. */
  111457. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  111458. private static _environmentBRDFBase64Texture;
  111459. }
  111460. }
  111461. declare module BABYLON {
  111462. /**
  111463. * @hidden
  111464. */
  111465. export interface IMaterialClearCoatDefines {
  111466. CLEARCOAT: boolean;
  111467. CLEARCOAT_DEFAULTIOR: boolean;
  111468. CLEARCOAT_TEXTURE: boolean;
  111469. CLEARCOAT_TEXTUREDIRECTUV: number;
  111470. CLEARCOAT_BUMP: boolean;
  111471. CLEARCOAT_BUMPDIRECTUV: number;
  111472. CLEARCOAT_TINT: boolean;
  111473. CLEARCOAT_TINT_TEXTURE: boolean;
  111474. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  111475. /** @hidden */
  111476. _areTexturesDirty: boolean;
  111477. }
  111478. /**
  111479. * Define the code related to the clear coat parameters of the pbr material.
  111480. */
  111481. export class PBRClearCoatConfiguration {
  111482. /**
  111483. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  111484. * The default fits with a polyurethane material.
  111485. */
  111486. private static readonly _DefaultIndexOfRefraction;
  111487. private _isEnabled;
  111488. /**
  111489. * Defines if the clear coat is enabled in the material.
  111490. */
  111491. isEnabled: boolean;
  111492. /**
  111493. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  111494. */
  111495. intensity: number;
  111496. /**
  111497. * Defines the clear coat layer roughness.
  111498. */
  111499. roughness: number;
  111500. private _indexOfRefraction;
  111501. /**
  111502. * Defines the index of refraction of the clear coat.
  111503. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  111504. * The default fits with a polyurethane material.
  111505. * Changing the default value is more performance intensive.
  111506. */
  111507. indexOfRefraction: number;
  111508. private _texture;
  111509. /**
  111510. * Stores the clear coat values in a texture.
  111511. */
  111512. texture: Nullable<BaseTexture>;
  111513. private _bumpTexture;
  111514. /**
  111515. * Define the clear coat specific bump texture.
  111516. */
  111517. bumpTexture: Nullable<BaseTexture>;
  111518. private _isTintEnabled;
  111519. /**
  111520. * Defines if the clear coat tint is enabled in the material.
  111521. */
  111522. isTintEnabled: boolean;
  111523. /**
  111524. * Defines the clear coat tint of the material.
  111525. * This is only use if tint is enabled
  111526. */
  111527. tintColor: Color3;
  111528. /**
  111529. * Defines the distance at which the tint color should be found in the
  111530. * clear coat media.
  111531. * This is only use if tint is enabled
  111532. */
  111533. tintColorAtDistance: number;
  111534. /**
  111535. * Defines the clear coat layer thickness.
  111536. * This is only use if tint is enabled
  111537. */
  111538. tintThickness: number;
  111539. private _tintTexture;
  111540. /**
  111541. * Stores the clear tint values in a texture.
  111542. * rgb is tint
  111543. * a is a thickness factor
  111544. */
  111545. tintTexture: Nullable<BaseTexture>;
  111546. /** @hidden */
  111547. private _internalMarkAllSubMeshesAsTexturesDirty;
  111548. /** @hidden */
  111549. _markAllSubMeshesAsTexturesDirty(): void;
  111550. /**
  111551. * Instantiate a new istance of clear coat configuration.
  111552. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111553. */
  111554. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111555. /**
  111556. * Gets wehter the submesh is ready to be used or not.
  111557. * @param defines the list of "defines" to update.
  111558. * @param scene defines the scene the material belongs to.
  111559. * @param engine defines the engine the material belongs to.
  111560. * @param disableBumpMap defines wether the material disables bump or not.
  111561. * @returns - boolean indicating that the submesh is ready or not.
  111562. */
  111563. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  111564. /**
  111565. * Checks to see if a texture is used in the material.
  111566. * @param defines the list of "defines" to update.
  111567. * @param scene defines the scene to the material belongs to.
  111568. */
  111569. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  111570. /**
  111571. * Binds the material data.
  111572. * @param uniformBuffer defines the Uniform buffer to fill in.
  111573. * @param scene defines the scene the material belongs to.
  111574. * @param engine defines the engine the material belongs to.
  111575. * @param disableBumpMap defines wether the material disables bump or not.
  111576. * @param isFrozen defines wether the material is frozen or not.
  111577. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  111578. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  111579. */
  111580. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  111581. /**
  111582. * Checks to see if a texture is used in the material.
  111583. * @param texture - Base texture to use.
  111584. * @returns - Boolean specifying if a texture is used in the material.
  111585. */
  111586. hasTexture(texture: BaseTexture): boolean;
  111587. /**
  111588. * Returns an array of the actively used textures.
  111589. * @param activeTextures Array of BaseTextures
  111590. */
  111591. getActiveTextures(activeTextures: BaseTexture[]): void;
  111592. /**
  111593. * Returns the animatable textures.
  111594. * @param animatables Array of animatable textures.
  111595. */
  111596. getAnimatables(animatables: IAnimatable[]): void;
  111597. /**
  111598. * Disposes the resources of the material.
  111599. * @param forceDisposeTextures - Forces the disposal of all textures.
  111600. */
  111601. dispose(forceDisposeTextures?: boolean): void;
  111602. /**
  111603. * Get the current class name of the texture useful for serialization or dynamic coding.
  111604. * @returns "PBRClearCoatConfiguration"
  111605. */
  111606. getClassName(): string;
  111607. /**
  111608. * Add fallbacks to the effect fallbacks list.
  111609. * @param defines defines the Base texture to use.
  111610. * @param fallbacks defines the current fallback list.
  111611. * @param currentRank defines the current fallback rank.
  111612. * @returns the new fallback rank.
  111613. */
  111614. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111615. /**
  111616. * Add the required uniforms to the current list.
  111617. * @param uniforms defines the current uniform list.
  111618. */
  111619. static AddUniforms(uniforms: string[]): void;
  111620. /**
  111621. * Add the required samplers to the current list.
  111622. * @param samplers defines the current sampler list.
  111623. */
  111624. static AddSamplers(samplers: string[]): void;
  111625. /**
  111626. * Add the required uniforms to the current buffer.
  111627. * @param uniformBuffer defines the current uniform buffer.
  111628. */
  111629. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111630. /**
  111631. * Makes a duplicate of the current configuration into another one.
  111632. * @param clearCoatConfiguration define the config where to copy the info
  111633. */
  111634. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  111635. /**
  111636. * Serializes this clear coat configuration.
  111637. * @returns - An object with the serialized config.
  111638. */
  111639. serialize(): any;
  111640. /**
  111641. * Parses a anisotropy Configuration from a serialized object.
  111642. * @param source - Serialized object.
  111643. * @param scene Defines the scene we are parsing for
  111644. * @param rootUrl Defines the rootUrl to load from
  111645. */
  111646. parse(source: any, scene: Scene, rootUrl: string): void;
  111647. }
  111648. }
  111649. declare module BABYLON {
  111650. /**
  111651. * @hidden
  111652. */
  111653. export interface IMaterialAnisotropicDefines {
  111654. ANISOTROPIC: boolean;
  111655. ANISOTROPIC_TEXTURE: boolean;
  111656. ANISOTROPIC_TEXTUREDIRECTUV: number;
  111657. MAINUV1: boolean;
  111658. _areTexturesDirty: boolean;
  111659. _needUVs: boolean;
  111660. }
  111661. /**
  111662. * Define the code related to the anisotropic parameters of the pbr material.
  111663. */
  111664. export class PBRAnisotropicConfiguration {
  111665. private _isEnabled;
  111666. /**
  111667. * Defines if the anisotropy is enabled in the material.
  111668. */
  111669. isEnabled: boolean;
  111670. /**
  111671. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  111672. */
  111673. intensity: number;
  111674. /**
  111675. * Defines if the effect is along the tangents, bitangents or in between.
  111676. * By default, the effect is "strectching" the highlights along the tangents.
  111677. */
  111678. direction: Vector2;
  111679. private _texture;
  111680. /**
  111681. * Stores the anisotropy values in a texture.
  111682. * rg is direction (like normal from -1 to 1)
  111683. * b is a intensity
  111684. */
  111685. texture: Nullable<BaseTexture>;
  111686. /** @hidden */
  111687. private _internalMarkAllSubMeshesAsTexturesDirty;
  111688. /** @hidden */
  111689. _markAllSubMeshesAsTexturesDirty(): void;
  111690. /**
  111691. * Instantiate a new istance of anisotropy configuration.
  111692. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111693. */
  111694. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111695. /**
  111696. * Specifies that the submesh is ready to be used.
  111697. * @param defines the list of "defines" to update.
  111698. * @param scene defines the scene the material belongs to.
  111699. * @returns - boolean indicating that the submesh is ready or not.
  111700. */
  111701. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  111702. /**
  111703. * Checks to see if a texture is used in the material.
  111704. * @param defines the list of "defines" to update.
  111705. * @param mesh the mesh we are preparing the defines for.
  111706. * @param scene defines the scene the material belongs to.
  111707. */
  111708. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  111709. /**
  111710. * Binds the material data.
  111711. * @param uniformBuffer defines the Uniform buffer to fill in.
  111712. * @param scene defines the scene the material belongs to.
  111713. * @param isFrozen defines wether the material is frozen or not.
  111714. */
  111715. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  111716. /**
  111717. * Checks to see if a texture is used in the material.
  111718. * @param texture - Base texture to use.
  111719. * @returns - Boolean specifying if a texture is used in the material.
  111720. */
  111721. hasTexture(texture: BaseTexture): boolean;
  111722. /**
  111723. * Returns an array of the actively used textures.
  111724. * @param activeTextures Array of BaseTextures
  111725. */
  111726. getActiveTextures(activeTextures: BaseTexture[]): void;
  111727. /**
  111728. * Returns the animatable textures.
  111729. * @param animatables Array of animatable textures.
  111730. */
  111731. getAnimatables(animatables: IAnimatable[]): void;
  111732. /**
  111733. * Disposes the resources of the material.
  111734. * @param forceDisposeTextures - Forces the disposal of all textures.
  111735. */
  111736. dispose(forceDisposeTextures?: boolean): void;
  111737. /**
  111738. * Get the current class name of the texture useful for serialization or dynamic coding.
  111739. * @returns "PBRAnisotropicConfiguration"
  111740. */
  111741. getClassName(): string;
  111742. /**
  111743. * Add fallbacks to the effect fallbacks list.
  111744. * @param defines defines the Base texture to use.
  111745. * @param fallbacks defines the current fallback list.
  111746. * @param currentRank defines the current fallback rank.
  111747. * @returns the new fallback rank.
  111748. */
  111749. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111750. /**
  111751. * Add the required uniforms to the current list.
  111752. * @param uniforms defines the current uniform list.
  111753. */
  111754. static AddUniforms(uniforms: string[]): void;
  111755. /**
  111756. * Add the required uniforms to the current buffer.
  111757. * @param uniformBuffer defines the current uniform buffer.
  111758. */
  111759. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111760. /**
  111761. * Add the required samplers to the current list.
  111762. * @param samplers defines the current sampler list.
  111763. */
  111764. static AddSamplers(samplers: string[]): void;
  111765. /**
  111766. * Makes a duplicate of the current configuration into another one.
  111767. * @param anisotropicConfiguration define the config where to copy the info
  111768. */
  111769. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  111770. /**
  111771. * Serializes this anisotropy configuration.
  111772. * @returns - An object with the serialized config.
  111773. */
  111774. serialize(): any;
  111775. /**
  111776. * Parses a anisotropy Configuration from a serialized object.
  111777. * @param source - Serialized object.
  111778. * @param scene Defines the scene we are parsing for
  111779. * @param rootUrl Defines the rootUrl to load from
  111780. */
  111781. parse(source: any, scene: Scene, rootUrl: string): void;
  111782. }
  111783. }
  111784. declare module BABYLON {
  111785. /**
  111786. * @hidden
  111787. */
  111788. export interface IMaterialBRDFDefines {
  111789. BRDF_V_HEIGHT_CORRELATED: boolean;
  111790. MS_BRDF_ENERGY_CONSERVATION: boolean;
  111791. SPHERICAL_HARMONICS: boolean;
  111792. /** @hidden */
  111793. _areMiscDirty: boolean;
  111794. }
  111795. /**
  111796. * Define the code related to the BRDF parameters of the pbr material.
  111797. */
  111798. export class PBRBRDFConfiguration {
  111799. /**
  111800. * Default value used for the energy conservation.
  111801. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  111802. */
  111803. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  111804. /**
  111805. * Default value used for the Smith Visibility Height Correlated mode.
  111806. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  111807. */
  111808. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  111809. /**
  111810. * Default value used for the IBL diffuse part.
  111811. * This can help switching back to the polynomials mode globally which is a tiny bit
  111812. * less GPU intensive at the drawback of a lower quality.
  111813. */
  111814. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  111815. private _useEnergyConservation;
  111816. /**
  111817. * Defines if the material uses energy conservation.
  111818. */
  111819. useEnergyConservation: boolean;
  111820. private _useSmithVisibilityHeightCorrelated;
  111821. /**
  111822. * LEGACY Mode set to false
  111823. * Defines if the material uses height smith correlated visibility term.
  111824. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  111825. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  111826. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  111827. * Not relying on height correlated will also disable energy conservation.
  111828. */
  111829. useSmithVisibilityHeightCorrelated: boolean;
  111830. private _useSphericalHarmonics;
  111831. /**
  111832. * LEGACY Mode set to false
  111833. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  111834. * diffuse part of the IBL.
  111835. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  111836. * to the ground truth.
  111837. */
  111838. useSphericalHarmonics: boolean;
  111839. /** @hidden */
  111840. private _internalMarkAllSubMeshesAsMiscDirty;
  111841. /** @hidden */
  111842. _markAllSubMeshesAsMiscDirty(): void;
  111843. /**
  111844. * Instantiate a new istance of clear coat configuration.
  111845. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  111846. */
  111847. constructor(markAllSubMeshesAsMiscDirty: () => void);
  111848. /**
  111849. * Checks to see if a texture is used in the material.
  111850. * @param defines the list of "defines" to update.
  111851. */
  111852. prepareDefines(defines: IMaterialBRDFDefines): void;
  111853. /**
  111854. * Get the current class name of the texture useful for serialization or dynamic coding.
  111855. * @returns "PBRClearCoatConfiguration"
  111856. */
  111857. getClassName(): string;
  111858. /**
  111859. * Makes a duplicate of the current configuration into another one.
  111860. * @param brdfConfiguration define the config where to copy the info
  111861. */
  111862. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  111863. /**
  111864. * Serializes this BRDF configuration.
  111865. * @returns - An object with the serialized config.
  111866. */
  111867. serialize(): any;
  111868. /**
  111869. * Parses a anisotropy Configuration from a serialized object.
  111870. * @param source - Serialized object.
  111871. * @param scene Defines the scene we are parsing for
  111872. * @param rootUrl Defines the rootUrl to load from
  111873. */
  111874. parse(source: any, scene: Scene, rootUrl: string): void;
  111875. }
  111876. }
  111877. declare module BABYLON {
  111878. /**
  111879. * @hidden
  111880. */
  111881. export interface IMaterialSheenDefines {
  111882. SHEEN: boolean;
  111883. SHEEN_TEXTURE: boolean;
  111884. SHEEN_TEXTUREDIRECTUV: number;
  111885. SHEEN_LINKWITHALBEDO: boolean;
  111886. /** @hidden */
  111887. _areTexturesDirty: boolean;
  111888. }
  111889. /**
  111890. * Define the code related to the Sheen parameters of the pbr material.
  111891. */
  111892. export class PBRSheenConfiguration {
  111893. private _isEnabled;
  111894. /**
  111895. * Defines if the material uses sheen.
  111896. */
  111897. isEnabled: boolean;
  111898. private _linkSheenWithAlbedo;
  111899. /**
  111900. * Defines if the sheen is linked to the sheen color.
  111901. */
  111902. linkSheenWithAlbedo: boolean;
  111903. /**
  111904. * Defines the sheen intensity.
  111905. */
  111906. intensity: number;
  111907. /**
  111908. * Defines the sheen color.
  111909. */
  111910. color: Color3;
  111911. private _texture;
  111912. /**
  111913. * Stores the sheen tint values in a texture.
  111914. * rgb is tint
  111915. * a is a intensity
  111916. */
  111917. texture: Nullable<BaseTexture>;
  111918. /** @hidden */
  111919. private _internalMarkAllSubMeshesAsTexturesDirty;
  111920. /** @hidden */
  111921. _markAllSubMeshesAsTexturesDirty(): void;
  111922. /**
  111923. * Instantiate a new istance of clear coat configuration.
  111924. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111925. */
  111926. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111927. /**
  111928. * Specifies that the submesh is ready to be used.
  111929. * @param defines the list of "defines" to update.
  111930. * @param scene defines the scene the material belongs to.
  111931. * @returns - boolean indicating that the submesh is ready or not.
  111932. */
  111933. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  111934. /**
  111935. * Checks to see if a texture is used in the material.
  111936. * @param defines the list of "defines" to update.
  111937. * @param scene defines the scene the material belongs to.
  111938. */
  111939. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  111940. /**
  111941. * Binds the material data.
  111942. * @param uniformBuffer defines the Uniform buffer to fill in.
  111943. * @param scene defines the scene the material belongs to.
  111944. * @param isFrozen defines wether the material is frozen or not.
  111945. */
  111946. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  111947. /**
  111948. * Checks to see if a texture is used in the material.
  111949. * @param texture - Base texture to use.
  111950. * @returns - Boolean specifying if a texture is used in the material.
  111951. */
  111952. hasTexture(texture: BaseTexture): boolean;
  111953. /**
  111954. * Returns an array of the actively used textures.
  111955. * @param activeTextures Array of BaseTextures
  111956. */
  111957. getActiveTextures(activeTextures: BaseTexture[]): void;
  111958. /**
  111959. * Returns the animatable textures.
  111960. * @param animatables Array of animatable textures.
  111961. */
  111962. getAnimatables(animatables: IAnimatable[]): void;
  111963. /**
  111964. * Disposes the resources of the material.
  111965. * @param forceDisposeTextures - Forces the disposal of all textures.
  111966. */
  111967. dispose(forceDisposeTextures?: boolean): void;
  111968. /**
  111969. * Get the current class name of the texture useful for serialization or dynamic coding.
  111970. * @returns "PBRSheenConfiguration"
  111971. */
  111972. getClassName(): string;
  111973. /**
  111974. * Add fallbacks to the effect fallbacks list.
  111975. * @param defines defines the Base texture to use.
  111976. * @param fallbacks defines the current fallback list.
  111977. * @param currentRank defines the current fallback rank.
  111978. * @returns the new fallback rank.
  111979. */
  111980. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111981. /**
  111982. * Add the required uniforms to the current list.
  111983. * @param uniforms defines the current uniform list.
  111984. */
  111985. static AddUniforms(uniforms: string[]): void;
  111986. /**
  111987. * Add the required uniforms to the current buffer.
  111988. * @param uniformBuffer defines the current uniform buffer.
  111989. */
  111990. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111991. /**
  111992. * Add the required samplers to the current list.
  111993. * @param samplers defines the current sampler list.
  111994. */
  111995. static AddSamplers(samplers: string[]): void;
  111996. /**
  111997. * Makes a duplicate of the current configuration into another one.
  111998. * @param sheenConfiguration define the config where to copy the info
  111999. */
  112000. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  112001. /**
  112002. * Serializes this BRDF configuration.
  112003. * @returns - An object with the serialized config.
  112004. */
  112005. serialize(): any;
  112006. /**
  112007. * Parses a anisotropy Configuration from a serialized object.
  112008. * @param source - Serialized object.
  112009. * @param scene Defines the scene we are parsing for
  112010. * @param rootUrl Defines the rootUrl to load from
  112011. */
  112012. parse(source: any, scene: Scene, rootUrl: string): void;
  112013. }
  112014. }
  112015. declare module BABYLON {
  112016. /**
  112017. * @hidden
  112018. */
  112019. export interface IMaterialSubSurfaceDefines {
  112020. SUBSURFACE: boolean;
  112021. SS_REFRACTION: boolean;
  112022. SS_TRANSLUCENCY: boolean;
  112023. SS_SCATERRING: boolean;
  112024. SS_THICKNESSANDMASK_TEXTURE: boolean;
  112025. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  112026. SS_REFRACTIONMAP_3D: boolean;
  112027. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  112028. SS_LODINREFRACTIONALPHA: boolean;
  112029. SS_GAMMAREFRACTION: boolean;
  112030. SS_RGBDREFRACTION: boolean;
  112031. SS_LINEARSPECULARREFRACTION: boolean;
  112032. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  112033. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  112034. /** @hidden */
  112035. _areTexturesDirty: boolean;
  112036. }
  112037. /**
  112038. * Define the code related to the sub surface parameters of the pbr material.
  112039. */
  112040. export class PBRSubSurfaceConfiguration {
  112041. private _isRefractionEnabled;
  112042. /**
  112043. * Defines if the refraction is enabled in the material.
  112044. */
  112045. isRefractionEnabled: boolean;
  112046. private _isTranslucencyEnabled;
  112047. /**
  112048. * Defines if the translucency is enabled in the material.
  112049. */
  112050. isTranslucencyEnabled: boolean;
  112051. private _isScatteringEnabled;
  112052. /**
  112053. * Defines the refraction intensity of the material.
  112054. * The refraction when enabled replaces the Diffuse part of the material.
  112055. * The intensity helps transitionning between diffuse and refraction.
  112056. */
  112057. refractionIntensity: number;
  112058. /**
  112059. * Defines the translucency intensity of the material.
  112060. * When translucency has been enabled, this defines how much of the "translucency"
  112061. * is addded to the diffuse part of the material.
  112062. */
  112063. translucencyIntensity: number;
  112064. /**
  112065. * Defines the scattering intensity of the material.
  112066. * When scattering has been enabled, this defines how much of the "scattered light"
  112067. * is addded to the diffuse part of the material.
  112068. */
  112069. scatteringIntensity: number;
  112070. private _thicknessTexture;
  112071. /**
  112072. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  112073. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  112074. * 0 would mean minimumThickness
  112075. * 1 would mean maximumThickness
  112076. * The other channels might be use as a mask to vary the different effects intensity.
  112077. */
  112078. thicknessTexture: Nullable<BaseTexture>;
  112079. private _refractionTexture;
  112080. /**
  112081. * Defines the texture to use for refraction.
  112082. */
  112083. refractionTexture: Nullable<BaseTexture>;
  112084. private _indexOfRefraction;
  112085. /**
  112086. * Defines the index of refraction used in the material.
  112087. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  112088. */
  112089. indexOfRefraction: number;
  112090. private _invertRefractionY;
  112091. /**
  112092. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  112093. */
  112094. invertRefractionY: boolean;
  112095. private _linkRefractionWithTransparency;
  112096. /**
  112097. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  112098. * Materials half opaque for instance using refraction could benefit from this control.
  112099. */
  112100. linkRefractionWithTransparency: boolean;
  112101. /**
  112102. * Defines the minimum thickness stored in the thickness map.
  112103. * If no thickness map is defined, this value will be used to simulate thickness.
  112104. */
  112105. minimumThickness: number;
  112106. /**
  112107. * Defines the maximum thickness stored in the thickness map.
  112108. */
  112109. maximumThickness: number;
  112110. /**
  112111. * Defines the volume tint of the material.
  112112. * This is used for both translucency and scattering.
  112113. */
  112114. tintColor: Color3;
  112115. /**
  112116. * Defines the distance at which the tint color should be found in the media.
  112117. * This is used for refraction only.
  112118. */
  112119. tintColorAtDistance: number;
  112120. /**
  112121. * Defines how far each channel transmit through the media.
  112122. * It is defined as a color to simplify it selection.
  112123. */
  112124. diffusionDistance: Color3;
  112125. private _useMaskFromThicknessTexture;
  112126. /**
  112127. * Stores the intensity of the different subsurface effects in the thickness texture.
  112128. * * the green channel is the translucency intensity.
  112129. * * the blue channel is the scattering intensity.
  112130. * * the alpha channel is the refraction intensity.
  112131. */
  112132. useMaskFromThicknessTexture: boolean;
  112133. /** @hidden */
  112134. private _internalMarkAllSubMeshesAsTexturesDirty;
  112135. /** @hidden */
  112136. _markAllSubMeshesAsTexturesDirty(): void;
  112137. /**
  112138. * Instantiate a new istance of sub surface configuration.
  112139. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  112140. */
  112141. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  112142. /**
  112143. * Gets wehter the submesh is ready to be used or not.
  112144. * @param defines the list of "defines" to update.
  112145. * @param scene defines the scene the material belongs to.
  112146. * @returns - boolean indicating that the submesh is ready or not.
  112147. */
  112148. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  112149. /**
  112150. * Checks to see if a texture is used in the material.
  112151. * @param defines the list of "defines" to update.
  112152. * @param scene defines the scene to the material belongs to.
  112153. */
  112154. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  112155. /**
  112156. * Binds the material data.
  112157. * @param uniformBuffer defines the Uniform buffer to fill in.
  112158. * @param scene defines the scene the material belongs to.
  112159. * @param engine defines the engine the material belongs to.
  112160. * @param isFrozen defines wether the material is frozen or not.
  112161. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  112162. */
  112163. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  112164. /**
  112165. * Unbinds the material from the mesh.
  112166. * @param activeEffect defines the effect that should be unbound from.
  112167. * @returns true if unbound, otherwise false
  112168. */
  112169. unbind(activeEffect: Effect): boolean;
  112170. /**
  112171. * Returns the texture used for refraction or null if none is used.
  112172. * @param scene defines the scene the material belongs to.
  112173. * @returns - Refraction texture if present. If no refraction texture and refraction
  112174. * is linked with transparency, returns environment texture. Otherwise, returns null.
  112175. */
  112176. private _getRefractionTexture;
  112177. /**
  112178. * Returns true if alpha blending should be disabled.
  112179. */
  112180. readonly disableAlphaBlending: boolean;
  112181. /**
  112182. * Fills the list of render target textures.
  112183. * @param renderTargets the list of render targets to update
  112184. */
  112185. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  112186. /**
  112187. * Checks to see if a texture is used in the material.
  112188. * @param texture - Base texture to use.
  112189. * @returns - Boolean specifying if a texture is used in the material.
  112190. */
  112191. hasTexture(texture: BaseTexture): boolean;
  112192. /**
  112193. * Gets a boolean indicating that current material needs to register RTT
  112194. * @returns true if this uses a render target otherwise false.
  112195. */
  112196. hasRenderTargetTextures(): boolean;
  112197. /**
  112198. * Returns an array of the actively used textures.
  112199. * @param activeTextures Array of BaseTextures
  112200. */
  112201. getActiveTextures(activeTextures: BaseTexture[]): void;
  112202. /**
  112203. * Returns the animatable textures.
  112204. * @param animatables Array of animatable textures.
  112205. */
  112206. getAnimatables(animatables: IAnimatable[]): void;
  112207. /**
  112208. * Disposes the resources of the material.
  112209. * @param forceDisposeTextures - Forces the disposal of all textures.
  112210. */
  112211. dispose(forceDisposeTextures?: boolean): void;
  112212. /**
  112213. * Get the current class name of the texture useful for serialization or dynamic coding.
  112214. * @returns "PBRSubSurfaceConfiguration"
  112215. */
  112216. getClassName(): string;
  112217. /**
  112218. * Add fallbacks to the effect fallbacks list.
  112219. * @param defines defines the Base texture to use.
  112220. * @param fallbacks defines the current fallback list.
  112221. * @param currentRank defines the current fallback rank.
  112222. * @returns the new fallback rank.
  112223. */
  112224. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  112225. /**
  112226. * Add the required uniforms to the current list.
  112227. * @param uniforms defines the current uniform list.
  112228. */
  112229. static AddUniforms(uniforms: string[]): void;
  112230. /**
  112231. * Add the required samplers to the current list.
  112232. * @param samplers defines the current sampler list.
  112233. */
  112234. static AddSamplers(samplers: string[]): void;
  112235. /**
  112236. * Add the required uniforms to the current buffer.
  112237. * @param uniformBuffer defines the current uniform buffer.
  112238. */
  112239. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  112240. /**
  112241. * Makes a duplicate of the current configuration into another one.
  112242. * @param configuration define the config where to copy the info
  112243. */
  112244. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  112245. /**
  112246. * Serializes this Sub Surface configuration.
  112247. * @returns - An object with the serialized config.
  112248. */
  112249. serialize(): any;
  112250. /**
  112251. * Parses a anisotropy Configuration from a serialized object.
  112252. * @param source - Serialized object.
  112253. * @param scene Defines the scene we are parsing for
  112254. * @param rootUrl Defines the rootUrl to load from
  112255. */
  112256. parse(source: any, scene: Scene, rootUrl: string): void;
  112257. }
  112258. }
  112259. declare module BABYLON {
  112260. /** @hidden */
  112261. export var pbrFragmentDeclaration: {
  112262. name: string;
  112263. shader: string;
  112264. };
  112265. }
  112266. declare module BABYLON {
  112267. /** @hidden */
  112268. export var pbrUboDeclaration: {
  112269. name: string;
  112270. shader: string;
  112271. };
  112272. }
  112273. declare module BABYLON {
  112274. /** @hidden */
  112275. export var pbrFragmentExtraDeclaration: {
  112276. name: string;
  112277. shader: string;
  112278. };
  112279. }
  112280. declare module BABYLON {
  112281. /** @hidden */
  112282. export var pbrFragmentSamplersDeclaration: {
  112283. name: string;
  112284. shader: string;
  112285. };
  112286. }
  112287. declare module BABYLON {
  112288. /** @hidden */
  112289. export var pbrHelperFunctions: {
  112290. name: string;
  112291. shader: string;
  112292. };
  112293. }
  112294. declare module BABYLON {
  112295. /** @hidden */
  112296. export var harmonicsFunctions: {
  112297. name: string;
  112298. shader: string;
  112299. };
  112300. }
  112301. declare module BABYLON {
  112302. /** @hidden */
  112303. export var pbrDirectLightingSetupFunctions: {
  112304. name: string;
  112305. shader: string;
  112306. };
  112307. }
  112308. declare module BABYLON {
  112309. /** @hidden */
  112310. export var pbrDirectLightingFalloffFunctions: {
  112311. name: string;
  112312. shader: string;
  112313. };
  112314. }
  112315. declare module BABYLON {
  112316. /** @hidden */
  112317. export var pbrBRDFFunctions: {
  112318. name: string;
  112319. shader: string;
  112320. };
  112321. }
  112322. declare module BABYLON {
  112323. /** @hidden */
  112324. export var pbrDirectLightingFunctions: {
  112325. name: string;
  112326. shader: string;
  112327. };
  112328. }
  112329. declare module BABYLON {
  112330. /** @hidden */
  112331. export var pbrIBLFunctions: {
  112332. name: string;
  112333. shader: string;
  112334. };
  112335. }
  112336. declare module BABYLON {
  112337. /** @hidden */
  112338. export var pbrDebug: {
  112339. name: string;
  112340. shader: string;
  112341. };
  112342. }
  112343. declare module BABYLON {
  112344. /** @hidden */
  112345. export var pbrPixelShader: {
  112346. name: string;
  112347. shader: string;
  112348. };
  112349. }
  112350. declare module BABYLON {
  112351. /** @hidden */
  112352. export var pbrVertexDeclaration: {
  112353. name: string;
  112354. shader: string;
  112355. };
  112356. }
  112357. declare module BABYLON {
  112358. /** @hidden */
  112359. export var pbrVertexShader: {
  112360. name: string;
  112361. shader: string;
  112362. };
  112363. }
  112364. declare module BABYLON {
  112365. /**
  112366. * Manages the defines for the PBR Material.
  112367. * @hidden
  112368. */
  112369. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  112370. PBR: boolean;
  112371. MAINUV1: boolean;
  112372. MAINUV2: boolean;
  112373. UV1: boolean;
  112374. UV2: boolean;
  112375. ALBEDO: boolean;
  112376. ALBEDODIRECTUV: number;
  112377. VERTEXCOLOR: boolean;
  112378. AMBIENT: boolean;
  112379. AMBIENTDIRECTUV: number;
  112380. AMBIENTINGRAYSCALE: boolean;
  112381. OPACITY: boolean;
  112382. VERTEXALPHA: boolean;
  112383. OPACITYDIRECTUV: number;
  112384. OPACITYRGB: boolean;
  112385. ALPHATEST: boolean;
  112386. DEPTHPREPASS: boolean;
  112387. ALPHABLEND: boolean;
  112388. ALPHAFROMALBEDO: boolean;
  112389. ALPHATESTVALUE: string;
  112390. SPECULAROVERALPHA: boolean;
  112391. RADIANCEOVERALPHA: boolean;
  112392. ALPHAFRESNEL: boolean;
  112393. LINEARALPHAFRESNEL: boolean;
  112394. PREMULTIPLYALPHA: boolean;
  112395. EMISSIVE: boolean;
  112396. EMISSIVEDIRECTUV: number;
  112397. REFLECTIVITY: boolean;
  112398. REFLECTIVITYDIRECTUV: number;
  112399. SPECULARTERM: boolean;
  112400. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  112401. MICROSURFACEAUTOMATIC: boolean;
  112402. LODBASEDMICROSFURACE: boolean;
  112403. MICROSURFACEMAP: boolean;
  112404. MICROSURFACEMAPDIRECTUV: number;
  112405. METALLICWORKFLOW: boolean;
  112406. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  112407. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  112408. METALLNESSSTOREINMETALMAPBLUE: boolean;
  112409. AOSTOREINMETALMAPRED: boolean;
  112410. ENVIRONMENTBRDF: boolean;
  112411. ENVIRONMENTBRDF_RGBD: boolean;
  112412. NORMAL: boolean;
  112413. TANGENT: boolean;
  112414. BUMP: boolean;
  112415. BUMPDIRECTUV: number;
  112416. OBJECTSPACE_NORMALMAP: boolean;
  112417. PARALLAX: boolean;
  112418. PARALLAXOCCLUSION: boolean;
  112419. NORMALXYSCALE: boolean;
  112420. LIGHTMAP: boolean;
  112421. LIGHTMAPDIRECTUV: number;
  112422. USELIGHTMAPASSHADOWMAP: boolean;
  112423. GAMMALIGHTMAP: boolean;
  112424. RGBDLIGHTMAP: boolean;
  112425. REFLECTION: boolean;
  112426. REFLECTIONMAP_3D: boolean;
  112427. REFLECTIONMAP_SPHERICAL: boolean;
  112428. REFLECTIONMAP_PLANAR: boolean;
  112429. REFLECTIONMAP_CUBIC: boolean;
  112430. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  112431. REFLECTIONMAP_PROJECTION: boolean;
  112432. REFLECTIONMAP_SKYBOX: boolean;
  112433. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  112434. REFLECTIONMAP_EXPLICIT: boolean;
  112435. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  112436. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  112437. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  112438. INVERTCUBICMAP: boolean;
  112439. USESPHERICALFROMREFLECTIONMAP: boolean;
  112440. USEIRRADIANCEMAP: boolean;
  112441. SPHERICAL_HARMONICS: boolean;
  112442. USESPHERICALINVERTEX: boolean;
  112443. REFLECTIONMAP_OPPOSITEZ: boolean;
  112444. LODINREFLECTIONALPHA: boolean;
  112445. GAMMAREFLECTION: boolean;
  112446. RGBDREFLECTION: boolean;
  112447. LINEARSPECULARREFLECTION: boolean;
  112448. RADIANCEOCCLUSION: boolean;
  112449. HORIZONOCCLUSION: boolean;
  112450. INSTANCES: boolean;
  112451. NUM_BONE_INFLUENCERS: number;
  112452. BonesPerMesh: number;
  112453. BONETEXTURE: boolean;
  112454. NONUNIFORMSCALING: boolean;
  112455. MORPHTARGETS: boolean;
  112456. MORPHTARGETS_NORMAL: boolean;
  112457. MORPHTARGETS_TANGENT: boolean;
  112458. MORPHTARGETS_UV: boolean;
  112459. NUM_MORPH_INFLUENCERS: number;
  112460. IMAGEPROCESSING: boolean;
  112461. VIGNETTE: boolean;
  112462. VIGNETTEBLENDMODEMULTIPLY: boolean;
  112463. VIGNETTEBLENDMODEOPAQUE: boolean;
  112464. TONEMAPPING: boolean;
  112465. TONEMAPPING_ACES: boolean;
  112466. CONTRAST: boolean;
  112467. COLORCURVES: boolean;
  112468. COLORGRADING: boolean;
  112469. COLORGRADING3D: boolean;
  112470. SAMPLER3DGREENDEPTH: boolean;
  112471. SAMPLER3DBGRMAP: boolean;
  112472. IMAGEPROCESSINGPOSTPROCESS: boolean;
  112473. EXPOSURE: boolean;
  112474. MULTIVIEW: boolean;
  112475. USEPHYSICALLIGHTFALLOFF: boolean;
  112476. USEGLTFLIGHTFALLOFF: boolean;
  112477. TWOSIDEDLIGHTING: boolean;
  112478. SHADOWFLOAT: boolean;
  112479. CLIPPLANE: boolean;
  112480. CLIPPLANE2: boolean;
  112481. CLIPPLANE3: boolean;
  112482. CLIPPLANE4: boolean;
  112483. POINTSIZE: boolean;
  112484. FOG: boolean;
  112485. LOGARITHMICDEPTH: boolean;
  112486. FORCENORMALFORWARD: boolean;
  112487. SPECULARAA: boolean;
  112488. CLEARCOAT: boolean;
  112489. CLEARCOAT_DEFAULTIOR: boolean;
  112490. CLEARCOAT_TEXTURE: boolean;
  112491. CLEARCOAT_TEXTUREDIRECTUV: number;
  112492. CLEARCOAT_BUMP: boolean;
  112493. CLEARCOAT_BUMPDIRECTUV: number;
  112494. CLEARCOAT_TINT: boolean;
  112495. CLEARCOAT_TINT_TEXTURE: boolean;
  112496. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  112497. ANISOTROPIC: boolean;
  112498. ANISOTROPIC_TEXTURE: boolean;
  112499. ANISOTROPIC_TEXTUREDIRECTUV: number;
  112500. BRDF_V_HEIGHT_CORRELATED: boolean;
  112501. MS_BRDF_ENERGY_CONSERVATION: boolean;
  112502. SHEEN: boolean;
  112503. SHEEN_TEXTURE: boolean;
  112504. SHEEN_TEXTUREDIRECTUV: number;
  112505. SHEEN_LINKWITHALBEDO: boolean;
  112506. SUBSURFACE: boolean;
  112507. SS_REFRACTION: boolean;
  112508. SS_TRANSLUCENCY: boolean;
  112509. SS_SCATERRING: boolean;
  112510. SS_THICKNESSANDMASK_TEXTURE: boolean;
  112511. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  112512. SS_REFRACTIONMAP_3D: boolean;
  112513. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  112514. SS_LODINREFRACTIONALPHA: boolean;
  112515. SS_GAMMAREFRACTION: boolean;
  112516. SS_RGBDREFRACTION: boolean;
  112517. SS_LINEARSPECULARREFRACTION: boolean;
  112518. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  112519. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  112520. UNLIT: boolean;
  112521. DEBUGMODE: number;
  112522. /**
  112523. * Initializes the PBR Material defines.
  112524. */
  112525. constructor();
  112526. /**
  112527. * Resets the PBR Material defines.
  112528. */
  112529. reset(): void;
  112530. }
  112531. /**
  112532. * The Physically based material base class of BJS.
  112533. *
  112534. * This offers the main features of a standard PBR material.
  112535. * For more information, please refer to the documentation :
  112536. * https://doc.babylonjs.com/how_to/physically_based_rendering
  112537. */
  112538. export abstract class PBRBaseMaterial extends PushMaterial {
  112539. /**
  112540. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  112541. */
  112542. static readonly PBRMATERIAL_OPAQUE: number;
  112543. /**
  112544. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  112545. */
  112546. static readonly PBRMATERIAL_ALPHATEST: number;
  112547. /**
  112548. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112549. */
  112550. static readonly PBRMATERIAL_ALPHABLEND: number;
  112551. /**
  112552. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112553. * They are also discarded below the alpha cutoff threshold to improve performances.
  112554. */
  112555. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  112556. /**
  112557. * Defines the default value of how much AO map is occluding the analytical lights
  112558. * (point spot...).
  112559. */
  112560. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  112561. /**
  112562. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  112563. */
  112564. static readonly LIGHTFALLOFF_PHYSICAL: number;
  112565. /**
  112566. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  112567. * to enhance interoperability with other engines.
  112568. */
  112569. static readonly LIGHTFALLOFF_GLTF: number;
  112570. /**
  112571. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  112572. * to enhance interoperability with other materials.
  112573. */
  112574. static readonly LIGHTFALLOFF_STANDARD: number;
  112575. /**
  112576. * Intensity of the direct lights e.g. the four lights available in your scene.
  112577. * This impacts both the direct diffuse and specular highlights.
  112578. */
  112579. protected _directIntensity: number;
  112580. /**
  112581. * Intensity of the emissive part of the material.
  112582. * This helps controlling the emissive effect without modifying the emissive color.
  112583. */
  112584. protected _emissiveIntensity: number;
  112585. /**
  112586. * Intensity of the environment e.g. how much the environment will light the object
  112587. * either through harmonics for rough material or through the refelction for shiny ones.
  112588. */
  112589. protected _environmentIntensity: number;
  112590. /**
  112591. * This is a special control allowing the reduction of the specular highlights coming from the
  112592. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  112593. */
  112594. protected _specularIntensity: number;
  112595. /**
  112596. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  112597. */
  112598. private _lightingInfos;
  112599. /**
  112600. * Debug Control allowing disabling the bump map on this material.
  112601. */
  112602. protected _disableBumpMap: boolean;
  112603. /**
  112604. * AKA Diffuse Texture in standard nomenclature.
  112605. */
  112606. protected _albedoTexture: Nullable<BaseTexture>;
  112607. /**
  112608. * AKA Occlusion Texture in other nomenclature.
  112609. */
  112610. protected _ambientTexture: Nullable<BaseTexture>;
  112611. /**
  112612. * AKA Occlusion Texture Intensity in other nomenclature.
  112613. */
  112614. protected _ambientTextureStrength: number;
  112615. /**
  112616. * Defines how much the AO map is occluding the analytical lights (point spot...).
  112617. * 1 means it completely occludes it
  112618. * 0 mean it has no impact
  112619. */
  112620. protected _ambientTextureImpactOnAnalyticalLights: number;
  112621. /**
  112622. * Stores the alpha values in a texture.
  112623. */
  112624. protected _opacityTexture: Nullable<BaseTexture>;
  112625. /**
  112626. * Stores the reflection values in a texture.
  112627. */
  112628. protected _reflectionTexture: Nullable<BaseTexture>;
  112629. /**
  112630. * Stores the emissive values in a texture.
  112631. */
  112632. protected _emissiveTexture: Nullable<BaseTexture>;
  112633. /**
  112634. * AKA Specular texture in other nomenclature.
  112635. */
  112636. protected _reflectivityTexture: Nullable<BaseTexture>;
  112637. /**
  112638. * Used to switch from specular/glossiness to metallic/roughness workflow.
  112639. */
  112640. protected _metallicTexture: Nullable<BaseTexture>;
  112641. /**
  112642. * Specifies the metallic scalar of the metallic/roughness workflow.
  112643. * Can also be used to scale the metalness values of the metallic texture.
  112644. */
  112645. protected _metallic: Nullable<number>;
  112646. /**
  112647. * Specifies the roughness scalar of the metallic/roughness workflow.
  112648. * Can also be used to scale the roughness values of the metallic texture.
  112649. */
  112650. protected _roughness: Nullable<number>;
  112651. /**
  112652. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  112653. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  112654. */
  112655. protected _microSurfaceTexture: Nullable<BaseTexture>;
  112656. /**
  112657. * Stores surface normal data used to displace a mesh in a texture.
  112658. */
  112659. protected _bumpTexture: Nullable<BaseTexture>;
  112660. /**
  112661. * Stores the pre-calculated light information of a mesh in a texture.
  112662. */
  112663. protected _lightmapTexture: Nullable<BaseTexture>;
  112664. /**
  112665. * The color of a material in ambient lighting.
  112666. */
  112667. protected _ambientColor: Color3;
  112668. /**
  112669. * AKA Diffuse Color in other nomenclature.
  112670. */
  112671. protected _albedoColor: Color3;
  112672. /**
  112673. * AKA Specular Color in other nomenclature.
  112674. */
  112675. protected _reflectivityColor: Color3;
  112676. /**
  112677. * The color applied when light is reflected from a material.
  112678. */
  112679. protected _reflectionColor: Color3;
  112680. /**
  112681. * The color applied when light is emitted from a material.
  112682. */
  112683. protected _emissiveColor: Color3;
  112684. /**
  112685. * AKA Glossiness in other nomenclature.
  112686. */
  112687. protected _microSurface: number;
  112688. /**
  112689. * Specifies that the material will use the light map as a show map.
  112690. */
  112691. protected _useLightmapAsShadowmap: boolean;
  112692. /**
  112693. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  112694. * makes the reflect vector face the model (under horizon).
  112695. */
  112696. protected _useHorizonOcclusion: boolean;
  112697. /**
  112698. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  112699. * too much the area relying on ambient texture to define their ambient occlusion.
  112700. */
  112701. protected _useRadianceOcclusion: boolean;
  112702. /**
  112703. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  112704. */
  112705. protected _useAlphaFromAlbedoTexture: boolean;
  112706. /**
  112707. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  112708. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  112709. */
  112710. protected _useSpecularOverAlpha: boolean;
  112711. /**
  112712. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  112713. */
  112714. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  112715. /**
  112716. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  112717. */
  112718. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  112719. /**
  112720. * Specifies if the metallic texture contains the roughness information in its green channel.
  112721. */
  112722. protected _useRoughnessFromMetallicTextureGreen: boolean;
  112723. /**
  112724. * Specifies if the metallic texture contains the metallness information in its blue channel.
  112725. */
  112726. protected _useMetallnessFromMetallicTextureBlue: boolean;
  112727. /**
  112728. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  112729. */
  112730. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  112731. /**
  112732. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  112733. */
  112734. protected _useAmbientInGrayScale: boolean;
  112735. /**
  112736. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  112737. * The material will try to infer what glossiness each pixel should be.
  112738. */
  112739. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  112740. /**
  112741. * Defines the falloff type used in this material.
  112742. * It by default is Physical.
  112743. */
  112744. protected _lightFalloff: number;
  112745. /**
  112746. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  112747. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  112748. */
  112749. protected _useRadianceOverAlpha: boolean;
  112750. /**
  112751. * Allows using an object space normal map (instead of tangent space).
  112752. */
  112753. protected _useObjectSpaceNormalMap: boolean;
  112754. /**
  112755. * Allows using the bump map in parallax mode.
  112756. */
  112757. protected _useParallax: boolean;
  112758. /**
  112759. * Allows using the bump map in parallax occlusion mode.
  112760. */
  112761. protected _useParallaxOcclusion: boolean;
  112762. /**
  112763. * Controls the scale bias of the parallax mode.
  112764. */
  112765. protected _parallaxScaleBias: number;
  112766. /**
  112767. * If sets to true, disables all the lights affecting the material.
  112768. */
  112769. protected _disableLighting: boolean;
  112770. /**
  112771. * Number of Simultaneous lights allowed on the material.
  112772. */
  112773. protected _maxSimultaneousLights: number;
  112774. /**
  112775. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  112776. */
  112777. protected _invertNormalMapX: boolean;
  112778. /**
  112779. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  112780. */
  112781. protected _invertNormalMapY: boolean;
  112782. /**
  112783. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  112784. */
  112785. protected _twoSidedLighting: boolean;
  112786. /**
  112787. * Defines the alpha limits in alpha test mode.
  112788. */
  112789. protected _alphaCutOff: number;
  112790. /**
  112791. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  112792. */
  112793. protected _forceAlphaTest: boolean;
  112794. /**
  112795. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112796. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  112797. */
  112798. protected _useAlphaFresnel: boolean;
  112799. /**
  112800. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112801. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  112802. */
  112803. protected _useLinearAlphaFresnel: boolean;
  112804. /**
  112805. * The transparency mode of the material.
  112806. */
  112807. protected _transparencyMode: Nullable<number>;
  112808. /**
  112809. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  112810. * from cos thetav and roughness:
  112811. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  112812. */
  112813. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  112814. /**
  112815. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  112816. */
  112817. protected _forceIrradianceInFragment: boolean;
  112818. /**
  112819. * Force normal to face away from face.
  112820. */
  112821. protected _forceNormalForward: boolean;
  112822. /**
  112823. * Enables specular anti aliasing in the PBR shader.
  112824. * It will both interacts on the Geometry for analytical and IBL lighting.
  112825. * It also prefilter the roughness map based on the bump values.
  112826. */
  112827. protected _enableSpecularAntiAliasing: boolean;
  112828. /**
  112829. * Default configuration related to image processing available in the PBR Material.
  112830. */
  112831. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  112832. /**
  112833. * Keep track of the image processing observer to allow dispose and replace.
  112834. */
  112835. private _imageProcessingObserver;
  112836. /**
  112837. * Attaches a new image processing configuration to the PBR Material.
  112838. * @param configuration
  112839. */
  112840. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  112841. /**
  112842. * Stores the available render targets.
  112843. */
  112844. private _renderTargets;
  112845. /**
  112846. * Sets the global ambient color for the material used in lighting calculations.
  112847. */
  112848. private _globalAmbientColor;
  112849. /**
  112850. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  112851. */
  112852. private _useLogarithmicDepth;
  112853. /**
  112854. * If set to true, no lighting calculations will be applied.
  112855. */
  112856. private _unlit;
  112857. private _debugMode;
  112858. /**
  112859. * @hidden
  112860. * This is reserved for the inspector.
  112861. * Defines the material debug mode.
  112862. * It helps seeing only some components of the material while troubleshooting.
  112863. */
  112864. debugMode: number;
  112865. /**
  112866. * @hidden
  112867. * This is reserved for the inspector.
  112868. * Specify from where on screen the debug mode should start.
  112869. * The value goes from -1 (full screen) to 1 (not visible)
  112870. * It helps with side by side comparison against the final render
  112871. * This defaults to -1
  112872. */
  112873. private debugLimit;
  112874. /**
  112875. * @hidden
  112876. * This is reserved for the inspector.
  112877. * As the default viewing range might not be enough (if the ambient is really small for instance)
  112878. * You can use the factor to better multiply the final value.
  112879. */
  112880. private debugFactor;
  112881. /**
  112882. * Defines the clear coat layer parameters for the material.
  112883. */
  112884. readonly clearCoat: PBRClearCoatConfiguration;
  112885. /**
  112886. * Defines the anisotropic parameters for the material.
  112887. */
  112888. readonly anisotropy: PBRAnisotropicConfiguration;
  112889. /**
  112890. * Defines the BRDF parameters for the material.
  112891. */
  112892. readonly brdf: PBRBRDFConfiguration;
  112893. /**
  112894. * Defines the Sheen parameters for the material.
  112895. */
  112896. readonly sheen: PBRSheenConfiguration;
  112897. /**
  112898. * Defines the SubSurface parameters for the material.
  112899. */
  112900. readonly subSurface: PBRSubSurfaceConfiguration;
  112901. /**
  112902. * Custom callback helping to override the default shader used in the material.
  112903. */
  112904. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  112905. protected _rebuildInParallel: boolean;
  112906. /**
  112907. * Instantiates a new PBRMaterial instance.
  112908. *
  112909. * @param name The material name
  112910. * @param scene The scene the material will be use in.
  112911. */
  112912. constructor(name: string, scene: Scene);
  112913. /**
  112914. * Gets a boolean indicating that current material needs to register RTT
  112915. */
  112916. readonly hasRenderTargetTextures: boolean;
  112917. /**
  112918. * Gets the name of the material class.
  112919. */
  112920. getClassName(): string;
  112921. /**
  112922. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  112923. */
  112924. /**
  112925. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  112926. */
  112927. useLogarithmicDepth: boolean;
  112928. /**
  112929. * Gets the current transparency mode.
  112930. */
  112931. /**
  112932. * Sets the transparency mode of the material.
  112933. *
  112934. * | Value | Type | Description |
  112935. * | ----- | ----------------------------------- | ----------- |
  112936. * | 0 | OPAQUE | |
  112937. * | 1 | ALPHATEST | |
  112938. * | 2 | ALPHABLEND | |
  112939. * | 3 | ALPHATESTANDBLEND | |
  112940. *
  112941. */
  112942. transparencyMode: Nullable<number>;
  112943. /**
  112944. * Returns true if alpha blending should be disabled.
  112945. */
  112946. private readonly _disableAlphaBlending;
  112947. /**
  112948. * Specifies whether or not this material should be rendered in alpha blend mode.
  112949. */
  112950. needAlphaBlending(): boolean;
  112951. /**
  112952. * Specifies if the mesh will require alpha blending.
  112953. * @param mesh - BJS mesh.
  112954. */
  112955. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  112956. /**
  112957. * Specifies whether or not this material should be rendered in alpha test mode.
  112958. */
  112959. needAlphaTesting(): boolean;
  112960. /**
  112961. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  112962. */
  112963. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  112964. /**
  112965. * Gets the texture used for the alpha test.
  112966. */
  112967. getAlphaTestTexture(): Nullable<BaseTexture>;
  112968. /**
  112969. * Specifies that the submesh is ready to be used.
  112970. * @param mesh - BJS mesh.
  112971. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  112972. * @param useInstances - Specifies that instances should be used.
  112973. * @returns - boolean indicating that the submesh is ready or not.
  112974. */
  112975. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  112976. /**
  112977. * Specifies if the material uses metallic roughness workflow.
  112978. * @returns boolean specifiying if the material uses metallic roughness workflow.
  112979. */
  112980. isMetallicWorkflow(): boolean;
  112981. private _prepareEffect;
  112982. private _prepareDefines;
  112983. /**
  112984. * Force shader compilation
  112985. */
  112986. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  112987. clipPlane: boolean;
  112988. }>): void;
  112989. /**
  112990. * Initializes the uniform buffer layout for the shader.
  112991. */
  112992. buildUniformLayout(): void;
  112993. /**
  112994. * Unbinds the material from the mesh
  112995. */
  112996. unbind(): void;
  112997. /**
  112998. * Binds the submesh data.
  112999. * @param world - The world matrix.
  113000. * @param mesh - The BJS mesh.
  113001. * @param subMesh - A submesh of the BJS mesh.
  113002. */
  113003. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  113004. /**
  113005. * Returns the animatable textures.
  113006. * @returns - Array of animatable textures.
  113007. */
  113008. getAnimatables(): IAnimatable[];
  113009. /**
  113010. * Returns the texture used for reflections.
  113011. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  113012. */
  113013. private _getReflectionTexture;
  113014. /**
  113015. * Returns an array of the actively used textures.
  113016. * @returns - Array of BaseTextures
  113017. */
  113018. getActiveTextures(): BaseTexture[];
  113019. /**
  113020. * Checks to see if a texture is used in the material.
  113021. * @param texture - Base texture to use.
  113022. * @returns - Boolean specifying if a texture is used in the material.
  113023. */
  113024. hasTexture(texture: BaseTexture): boolean;
  113025. /**
  113026. * Disposes the resources of the material.
  113027. * @param forceDisposeEffect - Forces the disposal of effects.
  113028. * @param forceDisposeTextures - Forces the disposal of all textures.
  113029. */
  113030. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  113031. }
  113032. }
  113033. declare module BABYLON {
  113034. /**
  113035. * The Physically based material of BJS.
  113036. *
  113037. * This offers the main features of a standard PBR material.
  113038. * For more information, please refer to the documentation :
  113039. * https://doc.babylonjs.com/how_to/physically_based_rendering
  113040. */
  113041. export class PBRMaterial extends PBRBaseMaterial {
  113042. /**
  113043. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  113044. */
  113045. static readonly PBRMATERIAL_OPAQUE: number;
  113046. /**
  113047. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  113048. */
  113049. static readonly PBRMATERIAL_ALPHATEST: number;
  113050. /**
  113051. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  113052. */
  113053. static readonly PBRMATERIAL_ALPHABLEND: number;
  113054. /**
  113055. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  113056. * They are also discarded below the alpha cutoff threshold to improve performances.
  113057. */
  113058. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  113059. /**
  113060. * Defines the default value of how much AO map is occluding the analytical lights
  113061. * (point spot...).
  113062. */
  113063. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  113064. /**
  113065. * Intensity of the direct lights e.g. the four lights available in your scene.
  113066. * This impacts both the direct diffuse and specular highlights.
  113067. */
  113068. directIntensity: number;
  113069. /**
  113070. * Intensity of the emissive part of the material.
  113071. * This helps controlling the emissive effect without modifying the emissive color.
  113072. */
  113073. emissiveIntensity: number;
  113074. /**
  113075. * Intensity of the environment e.g. how much the environment will light the object
  113076. * either through harmonics for rough material or through the refelction for shiny ones.
  113077. */
  113078. environmentIntensity: number;
  113079. /**
  113080. * This is a special control allowing the reduction of the specular highlights coming from the
  113081. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  113082. */
  113083. specularIntensity: number;
  113084. /**
  113085. * Debug Control allowing disabling the bump map on this material.
  113086. */
  113087. disableBumpMap: boolean;
  113088. /**
  113089. * AKA Diffuse Texture in standard nomenclature.
  113090. */
  113091. albedoTexture: BaseTexture;
  113092. /**
  113093. * AKA Occlusion Texture in other nomenclature.
  113094. */
  113095. ambientTexture: BaseTexture;
  113096. /**
  113097. * AKA Occlusion Texture Intensity in other nomenclature.
  113098. */
  113099. ambientTextureStrength: number;
  113100. /**
  113101. * Defines how much the AO map is occluding the analytical lights (point spot...).
  113102. * 1 means it completely occludes it
  113103. * 0 mean it has no impact
  113104. */
  113105. ambientTextureImpactOnAnalyticalLights: number;
  113106. /**
  113107. * Stores the alpha values in a texture.
  113108. */
  113109. opacityTexture: BaseTexture;
  113110. /**
  113111. * Stores the reflection values in a texture.
  113112. */
  113113. reflectionTexture: Nullable<BaseTexture>;
  113114. /**
  113115. * Stores the emissive values in a texture.
  113116. */
  113117. emissiveTexture: BaseTexture;
  113118. /**
  113119. * AKA Specular texture in other nomenclature.
  113120. */
  113121. reflectivityTexture: BaseTexture;
  113122. /**
  113123. * Used to switch from specular/glossiness to metallic/roughness workflow.
  113124. */
  113125. metallicTexture: BaseTexture;
  113126. /**
  113127. * Specifies the metallic scalar of the metallic/roughness workflow.
  113128. * Can also be used to scale the metalness values of the metallic texture.
  113129. */
  113130. metallic: Nullable<number>;
  113131. /**
  113132. * Specifies the roughness scalar of the metallic/roughness workflow.
  113133. * Can also be used to scale the roughness values of the metallic texture.
  113134. */
  113135. roughness: Nullable<number>;
  113136. /**
  113137. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  113138. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  113139. */
  113140. microSurfaceTexture: BaseTexture;
  113141. /**
  113142. * Stores surface normal data used to displace a mesh in a texture.
  113143. */
  113144. bumpTexture: BaseTexture;
  113145. /**
  113146. * Stores the pre-calculated light information of a mesh in a texture.
  113147. */
  113148. lightmapTexture: BaseTexture;
  113149. /**
  113150. * Stores the refracted light information in a texture.
  113151. */
  113152. refractionTexture: Nullable<BaseTexture>;
  113153. /**
  113154. * The color of a material in ambient lighting.
  113155. */
  113156. ambientColor: Color3;
  113157. /**
  113158. * AKA Diffuse Color in other nomenclature.
  113159. */
  113160. albedoColor: Color3;
  113161. /**
  113162. * AKA Specular Color in other nomenclature.
  113163. */
  113164. reflectivityColor: Color3;
  113165. /**
  113166. * The color reflected from the material.
  113167. */
  113168. reflectionColor: Color3;
  113169. /**
  113170. * The color emitted from the material.
  113171. */
  113172. emissiveColor: Color3;
  113173. /**
  113174. * AKA Glossiness in other nomenclature.
  113175. */
  113176. microSurface: number;
  113177. /**
  113178. * source material index of refraction (IOR)' / 'destination material IOR.
  113179. */
  113180. indexOfRefraction: number;
  113181. /**
  113182. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  113183. */
  113184. invertRefractionY: boolean;
  113185. /**
  113186. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  113187. * Materials half opaque for instance using refraction could benefit from this control.
  113188. */
  113189. linkRefractionWithTransparency: boolean;
  113190. /**
  113191. * If true, the light map contains occlusion information instead of lighting info.
  113192. */
  113193. useLightmapAsShadowmap: boolean;
  113194. /**
  113195. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  113196. */
  113197. useAlphaFromAlbedoTexture: boolean;
  113198. /**
  113199. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  113200. */
  113201. forceAlphaTest: boolean;
  113202. /**
  113203. * Defines the alpha limits in alpha test mode.
  113204. */
  113205. alphaCutOff: number;
  113206. /**
  113207. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  113208. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  113209. */
  113210. useSpecularOverAlpha: boolean;
  113211. /**
  113212. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  113213. */
  113214. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  113215. /**
  113216. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  113217. */
  113218. useRoughnessFromMetallicTextureAlpha: boolean;
  113219. /**
  113220. * Specifies if the metallic texture contains the roughness information in its green channel.
  113221. */
  113222. useRoughnessFromMetallicTextureGreen: boolean;
  113223. /**
  113224. * Specifies if the metallic texture contains the metallness information in its blue channel.
  113225. */
  113226. useMetallnessFromMetallicTextureBlue: boolean;
  113227. /**
  113228. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  113229. */
  113230. useAmbientOcclusionFromMetallicTextureRed: boolean;
  113231. /**
  113232. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  113233. */
  113234. useAmbientInGrayScale: boolean;
  113235. /**
  113236. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  113237. * The material will try to infer what glossiness each pixel should be.
  113238. */
  113239. useAutoMicroSurfaceFromReflectivityMap: boolean;
  113240. /**
  113241. * BJS is using an harcoded light falloff based on a manually sets up range.
  113242. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  113243. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  113244. */
  113245. /**
  113246. * BJS is using an harcoded light falloff based on a manually sets up range.
  113247. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  113248. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  113249. */
  113250. usePhysicalLightFalloff: boolean;
  113251. /**
  113252. * In order to support the falloff compatibility with gltf, a special mode has been added
  113253. * to reproduce the gltf light falloff.
  113254. */
  113255. /**
  113256. * In order to support the falloff compatibility with gltf, a special mode has been added
  113257. * to reproduce the gltf light falloff.
  113258. */
  113259. useGLTFLightFalloff: boolean;
  113260. /**
  113261. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  113262. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  113263. */
  113264. useRadianceOverAlpha: boolean;
  113265. /**
  113266. * Allows using an object space normal map (instead of tangent space).
  113267. */
  113268. useObjectSpaceNormalMap: boolean;
  113269. /**
  113270. * Allows using the bump map in parallax mode.
  113271. */
  113272. useParallax: boolean;
  113273. /**
  113274. * Allows using the bump map in parallax occlusion mode.
  113275. */
  113276. useParallaxOcclusion: boolean;
  113277. /**
  113278. * Controls the scale bias of the parallax mode.
  113279. */
  113280. parallaxScaleBias: number;
  113281. /**
  113282. * If sets to true, disables all the lights affecting the material.
  113283. */
  113284. disableLighting: boolean;
  113285. /**
  113286. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  113287. */
  113288. forceIrradianceInFragment: boolean;
  113289. /**
  113290. * Number of Simultaneous lights allowed on the material.
  113291. */
  113292. maxSimultaneousLights: number;
  113293. /**
  113294. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  113295. */
  113296. invertNormalMapX: boolean;
  113297. /**
  113298. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  113299. */
  113300. invertNormalMapY: boolean;
  113301. /**
  113302. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  113303. */
  113304. twoSidedLighting: boolean;
  113305. /**
  113306. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  113307. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  113308. */
  113309. useAlphaFresnel: boolean;
  113310. /**
  113311. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  113312. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  113313. */
  113314. useLinearAlphaFresnel: boolean;
  113315. /**
  113316. * Let user defines the brdf lookup texture used for IBL.
  113317. * A default 8bit version is embedded but you could point at :
  113318. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  113319. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  113320. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  113321. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  113322. */
  113323. environmentBRDFTexture: Nullable<BaseTexture>;
  113324. /**
  113325. * Force normal to face away from face.
  113326. */
  113327. forceNormalForward: boolean;
  113328. /**
  113329. * Enables specular anti aliasing in the PBR shader.
  113330. * It will both interacts on the Geometry for analytical and IBL lighting.
  113331. * It also prefilter the roughness map based on the bump values.
  113332. */
  113333. enableSpecularAntiAliasing: boolean;
  113334. /**
  113335. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  113336. * makes the reflect vector face the model (under horizon).
  113337. */
  113338. useHorizonOcclusion: boolean;
  113339. /**
  113340. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  113341. * too much the area relying on ambient texture to define their ambient occlusion.
  113342. */
  113343. useRadianceOcclusion: boolean;
  113344. /**
  113345. * If set to true, no lighting calculations will be applied.
  113346. */
  113347. unlit: boolean;
  113348. /**
  113349. * Gets the image processing configuration used either in this material.
  113350. */
  113351. /**
  113352. * Sets the Default image processing configuration used either in the this material.
  113353. *
  113354. * If sets to null, the scene one is in use.
  113355. */
  113356. imageProcessingConfiguration: ImageProcessingConfiguration;
  113357. /**
  113358. * Gets wether the color curves effect is enabled.
  113359. */
  113360. /**
  113361. * Sets wether the color curves effect is enabled.
  113362. */
  113363. cameraColorCurvesEnabled: boolean;
  113364. /**
  113365. * Gets wether the color grading effect is enabled.
  113366. */
  113367. /**
  113368. * Gets wether the color grading effect is enabled.
  113369. */
  113370. cameraColorGradingEnabled: boolean;
  113371. /**
  113372. * Gets wether tonemapping is enabled or not.
  113373. */
  113374. /**
  113375. * Sets wether tonemapping is enabled or not
  113376. */
  113377. cameraToneMappingEnabled: boolean;
  113378. /**
  113379. * The camera exposure used on this material.
  113380. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113381. * This corresponds to a photographic exposure.
  113382. */
  113383. /**
  113384. * The camera exposure used on this material.
  113385. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113386. * This corresponds to a photographic exposure.
  113387. */
  113388. cameraExposure: number;
  113389. /**
  113390. * Gets The camera contrast used on this material.
  113391. */
  113392. /**
  113393. * Sets The camera contrast used on this material.
  113394. */
  113395. cameraContrast: number;
  113396. /**
  113397. * Gets the Color Grading 2D Lookup Texture.
  113398. */
  113399. /**
  113400. * Sets the Color Grading 2D Lookup Texture.
  113401. */
  113402. cameraColorGradingTexture: Nullable<BaseTexture>;
  113403. /**
  113404. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113405. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113406. * 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;
  113407. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113408. */
  113409. /**
  113410. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113411. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113412. * 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;
  113413. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113414. */
  113415. cameraColorCurves: Nullable<ColorCurves>;
  113416. /**
  113417. * Instantiates a new PBRMaterial instance.
  113418. *
  113419. * @param name The material name
  113420. * @param scene The scene the material will be use in.
  113421. */
  113422. constructor(name: string, scene: Scene);
  113423. /**
  113424. * Returns the name of this material class.
  113425. */
  113426. getClassName(): string;
  113427. /**
  113428. * Makes a duplicate of the current material.
  113429. * @param name - name to use for the new material.
  113430. */
  113431. clone(name: string): PBRMaterial;
  113432. /**
  113433. * Serializes this PBR Material.
  113434. * @returns - An object with the serialized material.
  113435. */
  113436. serialize(): any;
  113437. /**
  113438. * Parses a PBR Material from a serialized object.
  113439. * @param source - Serialized object.
  113440. * @param scene - BJS scene instance.
  113441. * @param rootUrl - url for the scene object
  113442. * @returns - PBRMaterial
  113443. */
  113444. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  113445. }
  113446. }
  113447. declare module BABYLON {
  113448. /**
  113449. * Direct draw surface info
  113450. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  113451. */
  113452. export interface DDSInfo {
  113453. /**
  113454. * Width of the texture
  113455. */
  113456. width: number;
  113457. /**
  113458. * Width of the texture
  113459. */
  113460. height: number;
  113461. /**
  113462. * Number of Mipmaps for the texture
  113463. * @see https://en.wikipedia.org/wiki/Mipmap
  113464. */
  113465. mipmapCount: number;
  113466. /**
  113467. * If the textures format is a known fourCC format
  113468. * @see https://www.fourcc.org/
  113469. */
  113470. isFourCC: boolean;
  113471. /**
  113472. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  113473. */
  113474. isRGB: boolean;
  113475. /**
  113476. * If the texture is a lumincance format
  113477. */
  113478. isLuminance: boolean;
  113479. /**
  113480. * If this is a cube texture
  113481. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  113482. */
  113483. isCube: boolean;
  113484. /**
  113485. * If the texture is a compressed format eg. FOURCC_DXT1
  113486. */
  113487. isCompressed: boolean;
  113488. /**
  113489. * The dxgiFormat of the texture
  113490. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  113491. */
  113492. dxgiFormat: number;
  113493. /**
  113494. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  113495. */
  113496. textureType: number;
  113497. /**
  113498. * Sphericle polynomial created for the dds texture
  113499. */
  113500. sphericalPolynomial?: SphericalPolynomial;
  113501. }
  113502. /**
  113503. * Class used to provide DDS decompression tools
  113504. */
  113505. export class DDSTools {
  113506. /**
  113507. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  113508. */
  113509. static StoreLODInAlphaChannel: boolean;
  113510. /**
  113511. * Gets DDS information from an array buffer
  113512. * @param arrayBuffer defines the array buffer to read data from
  113513. * @returns the DDS information
  113514. */
  113515. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  113516. private static _FloatView;
  113517. private static _Int32View;
  113518. private static _ToHalfFloat;
  113519. private static _FromHalfFloat;
  113520. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  113521. private static _GetHalfFloatRGBAArrayBuffer;
  113522. private static _GetFloatRGBAArrayBuffer;
  113523. private static _GetFloatAsUIntRGBAArrayBuffer;
  113524. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  113525. private static _GetRGBAArrayBuffer;
  113526. private static _ExtractLongWordOrder;
  113527. private static _GetRGBArrayBuffer;
  113528. private static _GetLuminanceArrayBuffer;
  113529. /**
  113530. * Uploads DDS Levels to a Babylon Texture
  113531. * @hidden
  113532. */
  113533. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  113534. }
  113535. interface Engine {
  113536. /**
  113537. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  113538. * @param rootUrl defines the url where the file to load is located
  113539. * @param scene defines the current scene
  113540. * @param lodScale defines scale to apply to the mip map selection
  113541. * @param lodOffset defines offset to apply to the mip map selection
  113542. * @param onLoad defines an optional callback raised when the texture is loaded
  113543. * @param onError defines an optional callback raised if there is an issue to load the texture
  113544. * @param format defines the format of the data
  113545. * @param forcedExtension defines the extension to use to pick the right loader
  113546. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  113547. * @returns the cube texture as an InternalTexture
  113548. */
  113549. 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;
  113550. }
  113551. }
  113552. declare module BABYLON {
  113553. /**
  113554. * Implementation of the DDS Texture Loader.
  113555. * @hidden
  113556. */
  113557. export class _DDSTextureLoader implements IInternalTextureLoader {
  113558. /**
  113559. * Defines wether the loader supports cascade loading the different faces.
  113560. */
  113561. readonly supportCascades: boolean;
  113562. /**
  113563. * This returns if the loader support the current file information.
  113564. * @param extension defines the file extension of the file being loaded
  113565. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113566. * @param fallback defines the fallback internal texture if any
  113567. * @param isBase64 defines whether the texture is encoded as a base64
  113568. * @param isBuffer defines whether the texture data are stored as a buffer
  113569. * @returns true if the loader can load the specified file
  113570. */
  113571. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113572. /**
  113573. * Transform the url before loading if required.
  113574. * @param rootUrl the url of the texture
  113575. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113576. * @returns the transformed texture
  113577. */
  113578. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113579. /**
  113580. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113581. * @param rootUrl the url of the texture
  113582. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113583. * @returns the fallback texture
  113584. */
  113585. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113586. /**
  113587. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113588. * @param data contains the texture data
  113589. * @param texture defines the BabylonJS internal texture
  113590. * @param createPolynomials will be true if polynomials have been requested
  113591. * @param onLoad defines the callback to trigger once the texture is ready
  113592. * @param onError defines the callback to trigger in case of error
  113593. */
  113594. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113595. /**
  113596. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113597. * @param data contains the texture data
  113598. * @param texture defines the BabylonJS internal texture
  113599. * @param callback defines the method to call once ready to upload
  113600. */
  113601. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  113602. }
  113603. }
  113604. declare module BABYLON {
  113605. /**
  113606. * Implementation of the ENV Texture Loader.
  113607. * @hidden
  113608. */
  113609. export class _ENVTextureLoader implements IInternalTextureLoader {
  113610. /**
  113611. * Defines wether the loader supports cascade loading the different faces.
  113612. */
  113613. readonly supportCascades: boolean;
  113614. /**
  113615. * This returns if the loader support the current file information.
  113616. * @param extension defines the file extension of the file being loaded
  113617. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113618. * @param fallback defines the fallback internal texture if any
  113619. * @param isBase64 defines whether the texture is encoded as a base64
  113620. * @param isBuffer defines whether the texture data are stored as a buffer
  113621. * @returns true if the loader can load the specified file
  113622. */
  113623. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113624. /**
  113625. * Transform the url before loading if required.
  113626. * @param rootUrl the url of the texture
  113627. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113628. * @returns the transformed texture
  113629. */
  113630. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113631. /**
  113632. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113633. * @param rootUrl the url of the texture
  113634. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113635. * @returns the fallback texture
  113636. */
  113637. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113638. /**
  113639. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113640. * @param data contains the texture data
  113641. * @param texture defines the BabylonJS internal texture
  113642. * @param createPolynomials will be true if polynomials have been requested
  113643. * @param onLoad defines the callback to trigger once the texture is ready
  113644. * @param onError defines the callback to trigger in case of error
  113645. */
  113646. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113647. /**
  113648. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113649. * @param data contains the texture data
  113650. * @param texture defines the BabylonJS internal texture
  113651. * @param callback defines the method to call once ready to upload
  113652. */
  113653. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  113654. }
  113655. }
  113656. declare module BABYLON {
  113657. /**
  113658. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  113659. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  113660. */
  113661. export class KhronosTextureContainer {
  113662. /** contents of the KTX container file */
  113663. arrayBuffer: any;
  113664. private static HEADER_LEN;
  113665. private static COMPRESSED_2D;
  113666. private static COMPRESSED_3D;
  113667. private static TEX_2D;
  113668. private static TEX_3D;
  113669. /**
  113670. * Gets the openGL type
  113671. */
  113672. glType: number;
  113673. /**
  113674. * Gets the openGL type size
  113675. */
  113676. glTypeSize: number;
  113677. /**
  113678. * Gets the openGL format
  113679. */
  113680. glFormat: number;
  113681. /**
  113682. * Gets the openGL internal format
  113683. */
  113684. glInternalFormat: number;
  113685. /**
  113686. * Gets the base internal format
  113687. */
  113688. glBaseInternalFormat: number;
  113689. /**
  113690. * Gets image width in pixel
  113691. */
  113692. pixelWidth: number;
  113693. /**
  113694. * Gets image height in pixel
  113695. */
  113696. pixelHeight: number;
  113697. /**
  113698. * Gets image depth in pixels
  113699. */
  113700. pixelDepth: number;
  113701. /**
  113702. * Gets the number of array elements
  113703. */
  113704. numberOfArrayElements: number;
  113705. /**
  113706. * Gets the number of faces
  113707. */
  113708. numberOfFaces: number;
  113709. /**
  113710. * Gets the number of mipmap levels
  113711. */
  113712. numberOfMipmapLevels: number;
  113713. /**
  113714. * Gets the bytes of key value data
  113715. */
  113716. bytesOfKeyValueData: number;
  113717. /**
  113718. * Gets the load type
  113719. */
  113720. loadType: number;
  113721. /**
  113722. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  113723. */
  113724. isInvalid: boolean;
  113725. /**
  113726. * Creates a new KhronosTextureContainer
  113727. * @param arrayBuffer contents of the KTX container file
  113728. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  113729. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  113730. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  113731. */
  113732. constructor(
  113733. /** contents of the KTX container file */
  113734. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  113735. /**
  113736. * Uploads KTX content to a Babylon Texture.
  113737. * It is assumed that the texture has already been created & is currently bound
  113738. * @hidden
  113739. */
  113740. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  113741. private _upload2DCompressedLevels;
  113742. }
  113743. }
  113744. declare module BABYLON {
  113745. /**
  113746. * Implementation of the KTX Texture Loader.
  113747. * @hidden
  113748. */
  113749. export class _KTXTextureLoader implements IInternalTextureLoader {
  113750. /**
  113751. * Defines wether the loader supports cascade loading the different faces.
  113752. */
  113753. readonly supportCascades: boolean;
  113754. /**
  113755. * This returns if the loader support the current file information.
  113756. * @param extension defines the file extension of the file being loaded
  113757. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113758. * @param fallback defines the fallback internal texture if any
  113759. * @param isBase64 defines whether the texture is encoded as a base64
  113760. * @param isBuffer defines whether the texture data are stored as a buffer
  113761. * @returns true if the loader can load the specified file
  113762. */
  113763. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113764. /**
  113765. * Transform the url before loading if required.
  113766. * @param rootUrl the url of the texture
  113767. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113768. * @returns the transformed texture
  113769. */
  113770. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113771. /**
  113772. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113773. * @param rootUrl the url of the texture
  113774. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113775. * @returns the fallback texture
  113776. */
  113777. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113778. /**
  113779. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113780. * @param data contains the texture data
  113781. * @param texture defines the BabylonJS internal texture
  113782. * @param createPolynomials will be true if polynomials have been requested
  113783. * @param onLoad defines the callback to trigger once the texture is ready
  113784. * @param onError defines the callback to trigger in case of error
  113785. */
  113786. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113787. /**
  113788. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113789. * @param data contains the texture data
  113790. * @param texture defines the BabylonJS internal texture
  113791. * @param callback defines the method to call once ready to upload
  113792. */
  113793. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  113794. }
  113795. }
  113796. declare module BABYLON {
  113797. /**
  113798. * Options for the default xr helper
  113799. */
  113800. export class WebXRDefaultExperienceOptions {
  113801. /**
  113802. * Floor meshes that should be used for teleporting
  113803. */
  113804. floorMeshes: Array<AbstractMesh>;
  113805. }
  113806. /**
  113807. * Default experience which provides a similar setup to the previous webVRExperience
  113808. */
  113809. export class WebXRDefaultExperience {
  113810. /**
  113811. * Base experience
  113812. */
  113813. baseExperience: WebXRExperienceHelper;
  113814. /**
  113815. * Input experience extension
  113816. */
  113817. input: WebXRInput;
  113818. /**
  113819. * Loads the controller models
  113820. */
  113821. controllerModelLoader: WebXRControllerModelLoader;
  113822. /**
  113823. * Enables laser pointer and selection
  113824. */
  113825. pointerSelection: WebXRControllerPointerSelection;
  113826. /**
  113827. * Enables teleportation
  113828. */
  113829. teleportation: WebXRControllerTeleportation;
  113830. /**
  113831. * Enables ui for enetering/exiting xr
  113832. */
  113833. enterExitUI: WebXREnterExitUI;
  113834. /**
  113835. * Default output canvas xr should render to
  113836. */
  113837. outputCanvas: WebXRManagedOutputCanvas;
  113838. /**
  113839. * Creates the default xr experience
  113840. * @param scene scene
  113841. * @param options options for basic configuration
  113842. * @returns resulting WebXRDefaultExperience
  113843. */
  113844. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  113845. private constructor();
  113846. /**
  113847. * DIsposes of the experience helper
  113848. */
  113849. dispose(): void;
  113850. }
  113851. }
  113852. declare module BABYLON {
  113853. /** @hidden */
  113854. export var _forceSceneHelpersToBundle: boolean;
  113855. interface Scene {
  113856. /**
  113857. * Creates a default light for the scene.
  113858. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  113859. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  113860. */
  113861. createDefaultLight(replace?: boolean): void;
  113862. /**
  113863. * Creates a default camera for the scene.
  113864. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  113865. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  113866. * @param replace has default false, when true replaces the active camera in the scene
  113867. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  113868. */
  113869. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  113870. /**
  113871. * Creates a default camera and a default light.
  113872. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  113873. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  113874. * @param replace has the default false, when true replaces the active camera/light in the scene
  113875. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  113876. */
  113877. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  113878. /**
  113879. * Creates a new sky box
  113880. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  113881. * @param environmentTexture defines the texture to use as environment texture
  113882. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  113883. * @param scale defines the overall scale of the skybox
  113884. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  113885. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  113886. * @returns a new mesh holding the sky box
  113887. */
  113888. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  113889. /**
  113890. * Creates a new environment
  113891. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  113892. * @param options defines the options you can use to configure the environment
  113893. * @returns the new EnvironmentHelper
  113894. */
  113895. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  113896. /**
  113897. * Creates a new VREXperienceHelper
  113898. * @see http://doc.babylonjs.com/how_to/webvr_helper
  113899. * @param webVROptions defines the options used to create the new VREXperienceHelper
  113900. * @returns a new VREXperienceHelper
  113901. */
  113902. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  113903. /**
  113904. * Creates a new WebXRDefaultExperience
  113905. * @see http://doc.babylonjs.com/how_to/webxr
  113906. * @param options experience options
  113907. * @returns a promise for a new WebXRDefaultExperience
  113908. */
  113909. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  113910. }
  113911. }
  113912. declare module BABYLON {
  113913. /**
  113914. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  113915. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  113916. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  113917. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  113918. */
  113919. export class VideoDome extends TransformNode {
  113920. /**
  113921. * Define the video source as a Monoscopic panoramic 360 video.
  113922. */
  113923. static readonly MODE_MONOSCOPIC: number;
  113924. /**
  113925. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  113926. */
  113927. static readonly MODE_TOPBOTTOM: number;
  113928. /**
  113929. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  113930. */
  113931. static readonly MODE_SIDEBYSIDE: number;
  113932. private _halfDome;
  113933. private _useDirectMapping;
  113934. /**
  113935. * The video texture being displayed on the sphere
  113936. */
  113937. protected _videoTexture: VideoTexture;
  113938. /**
  113939. * Gets the video texture being displayed on the sphere
  113940. */
  113941. readonly videoTexture: VideoTexture;
  113942. /**
  113943. * The skybox material
  113944. */
  113945. protected _material: BackgroundMaterial;
  113946. /**
  113947. * The surface used for the skybox
  113948. */
  113949. protected _mesh: Mesh;
  113950. /**
  113951. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  113952. */
  113953. private _halfDomeMask;
  113954. /**
  113955. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  113956. * Also see the options.resolution property.
  113957. */
  113958. fovMultiplier: number;
  113959. private _videoMode;
  113960. /**
  113961. * Gets or set the current video mode for the video. It can be:
  113962. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  113963. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  113964. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  113965. */
  113966. videoMode: number;
  113967. /**
  113968. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  113969. *
  113970. */
  113971. /**
  113972. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  113973. */
  113974. halfDome: boolean;
  113975. /**
  113976. * Oberserver used in Stereoscopic VR Mode.
  113977. */
  113978. private _onBeforeCameraRenderObserver;
  113979. /**
  113980. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  113981. * @param name Element's name, child elements will append suffixes for their own names.
  113982. * @param urlsOrVideo defines the url(s) or the video element to use
  113983. * @param options An object containing optional or exposed sub element properties
  113984. */
  113985. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  113986. resolution?: number;
  113987. clickToPlay?: boolean;
  113988. autoPlay?: boolean;
  113989. loop?: boolean;
  113990. size?: number;
  113991. poster?: string;
  113992. faceForward?: boolean;
  113993. useDirectMapping?: boolean;
  113994. halfDomeMode?: boolean;
  113995. }, scene: Scene);
  113996. private _changeVideoMode;
  113997. /**
  113998. * Releases resources associated with this node.
  113999. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  114000. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  114001. */
  114002. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  114003. }
  114004. }
  114005. declare module BABYLON {
  114006. /**
  114007. * This class can be used to get instrumentation data from a Babylon engine
  114008. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114009. */
  114010. export class EngineInstrumentation implements IDisposable {
  114011. /**
  114012. * Define the instrumented engine.
  114013. */
  114014. engine: Engine;
  114015. private _captureGPUFrameTime;
  114016. private _gpuFrameTimeToken;
  114017. private _gpuFrameTime;
  114018. private _captureShaderCompilationTime;
  114019. private _shaderCompilationTime;
  114020. private _onBeginFrameObserver;
  114021. private _onEndFrameObserver;
  114022. private _onBeforeShaderCompilationObserver;
  114023. private _onAfterShaderCompilationObserver;
  114024. /**
  114025. * Gets the perf counter used for GPU frame time
  114026. */
  114027. readonly gpuFrameTimeCounter: PerfCounter;
  114028. /**
  114029. * Gets the GPU frame time capture status
  114030. */
  114031. /**
  114032. * Enable or disable the GPU frame time capture
  114033. */
  114034. captureGPUFrameTime: boolean;
  114035. /**
  114036. * Gets the perf counter used for shader compilation time
  114037. */
  114038. readonly shaderCompilationTimeCounter: PerfCounter;
  114039. /**
  114040. * Gets the shader compilation time capture status
  114041. */
  114042. /**
  114043. * Enable or disable the shader compilation time capture
  114044. */
  114045. captureShaderCompilationTime: boolean;
  114046. /**
  114047. * Instantiates a new engine instrumentation.
  114048. * This class can be used to get instrumentation data from a Babylon engine
  114049. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114050. * @param engine Defines the engine to instrument
  114051. */
  114052. constructor(
  114053. /**
  114054. * Define the instrumented engine.
  114055. */
  114056. engine: Engine);
  114057. /**
  114058. * Dispose and release associated resources.
  114059. */
  114060. dispose(): void;
  114061. }
  114062. }
  114063. declare module BABYLON {
  114064. /**
  114065. * This class can be used to get instrumentation data from a Babylon engine
  114066. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114067. */
  114068. export class SceneInstrumentation implements IDisposable {
  114069. /**
  114070. * Defines the scene to instrument
  114071. */
  114072. scene: Scene;
  114073. private _captureActiveMeshesEvaluationTime;
  114074. private _activeMeshesEvaluationTime;
  114075. private _captureRenderTargetsRenderTime;
  114076. private _renderTargetsRenderTime;
  114077. private _captureFrameTime;
  114078. private _frameTime;
  114079. private _captureRenderTime;
  114080. private _renderTime;
  114081. private _captureInterFrameTime;
  114082. private _interFrameTime;
  114083. private _captureParticlesRenderTime;
  114084. private _particlesRenderTime;
  114085. private _captureSpritesRenderTime;
  114086. private _spritesRenderTime;
  114087. private _capturePhysicsTime;
  114088. private _physicsTime;
  114089. private _captureAnimationsTime;
  114090. private _animationsTime;
  114091. private _captureCameraRenderTime;
  114092. private _cameraRenderTime;
  114093. private _onBeforeActiveMeshesEvaluationObserver;
  114094. private _onAfterActiveMeshesEvaluationObserver;
  114095. private _onBeforeRenderTargetsRenderObserver;
  114096. private _onAfterRenderTargetsRenderObserver;
  114097. private _onAfterRenderObserver;
  114098. private _onBeforeDrawPhaseObserver;
  114099. private _onAfterDrawPhaseObserver;
  114100. private _onBeforeAnimationsObserver;
  114101. private _onBeforeParticlesRenderingObserver;
  114102. private _onAfterParticlesRenderingObserver;
  114103. private _onBeforeSpritesRenderingObserver;
  114104. private _onAfterSpritesRenderingObserver;
  114105. private _onBeforePhysicsObserver;
  114106. private _onAfterPhysicsObserver;
  114107. private _onAfterAnimationsObserver;
  114108. private _onBeforeCameraRenderObserver;
  114109. private _onAfterCameraRenderObserver;
  114110. /**
  114111. * Gets the perf counter used for active meshes evaluation time
  114112. */
  114113. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  114114. /**
  114115. * Gets the active meshes evaluation time capture status
  114116. */
  114117. /**
  114118. * Enable or disable the active meshes evaluation time capture
  114119. */
  114120. captureActiveMeshesEvaluationTime: boolean;
  114121. /**
  114122. * Gets the perf counter used for render targets render time
  114123. */
  114124. readonly renderTargetsRenderTimeCounter: PerfCounter;
  114125. /**
  114126. * Gets the render targets render time capture status
  114127. */
  114128. /**
  114129. * Enable or disable the render targets render time capture
  114130. */
  114131. captureRenderTargetsRenderTime: boolean;
  114132. /**
  114133. * Gets the perf counter used for particles render time
  114134. */
  114135. readonly particlesRenderTimeCounter: PerfCounter;
  114136. /**
  114137. * Gets the particles render time capture status
  114138. */
  114139. /**
  114140. * Enable or disable the particles render time capture
  114141. */
  114142. captureParticlesRenderTime: boolean;
  114143. /**
  114144. * Gets the perf counter used for sprites render time
  114145. */
  114146. readonly spritesRenderTimeCounter: PerfCounter;
  114147. /**
  114148. * Gets the sprites render time capture status
  114149. */
  114150. /**
  114151. * Enable or disable the sprites render time capture
  114152. */
  114153. captureSpritesRenderTime: boolean;
  114154. /**
  114155. * Gets the perf counter used for physics time
  114156. */
  114157. readonly physicsTimeCounter: PerfCounter;
  114158. /**
  114159. * Gets the physics time capture status
  114160. */
  114161. /**
  114162. * Enable or disable the physics time capture
  114163. */
  114164. capturePhysicsTime: boolean;
  114165. /**
  114166. * Gets the perf counter used for animations time
  114167. */
  114168. readonly animationsTimeCounter: PerfCounter;
  114169. /**
  114170. * Gets the animations time capture status
  114171. */
  114172. /**
  114173. * Enable or disable the animations time capture
  114174. */
  114175. captureAnimationsTime: boolean;
  114176. /**
  114177. * Gets the perf counter used for frame time capture
  114178. */
  114179. readonly frameTimeCounter: PerfCounter;
  114180. /**
  114181. * Gets the frame time capture status
  114182. */
  114183. /**
  114184. * Enable or disable the frame time capture
  114185. */
  114186. captureFrameTime: boolean;
  114187. /**
  114188. * Gets the perf counter used for inter-frames time capture
  114189. */
  114190. readonly interFrameTimeCounter: PerfCounter;
  114191. /**
  114192. * Gets the inter-frames time capture status
  114193. */
  114194. /**
  114195. * Enable or disable the inter-frames time capture
  114196. */
  114197. captureInterFrameTime: boolean;
  114198. /**
  114199. * Gets the perf counter used for render time capture
  114200. */
  114201. readonly renderTimeCounter: PerfCounter;
  114202. /**
  114203. * Gets the render time capture status
  114204. */
  114205. /**
  114206. * Enable or disable the render time capture
  114207. */
  114208. captureRenderTime: boolean;
  114209. /**
  114210. * Gets the perf counter used for camera render time capture
  114211. */
  114212. readonly cameraRenderTimeCounter: PerfCounter;
  114213. /**
  114214. * Gets the camera render time capture status
  114215. */
  114216. /**
  114217. * Enable or disable the camera render time capture
  114218. */
  114219. captureCameraRenderTime: boolean;
  114220. /**
  114221. * Gets the perf counter used for draw calls
  114222. */
  114223. readonly drawCallsCounter: PerfCounter;
  114224. /**
  114225. * Instantiates a new scene instrumentation.
  114226. * This class can be used to get instrumentation data from a Babylon engine
  114227. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114228. * @param scene Defines the scene to instrument
  114229. */
  114230. constructor(
  114231. /**
  114232. * Defines the scene to instrument
  114233. */
  114234. scene: Scene);
  114235. /**
  114236. * Dispose and release associated resources.
  114237. */
  114238. dispose(): void;
  114239. }
  114240. }
  114241. declare module BABYLON {
  114242. /** @hidden */
  114243. export var glowMapGenerationPixelShader: {
  114244. name: string;
  114245. shader: string;
  114246. };
  114247. }
  114248. declare module BABYLON {
  114249. /** @hidden */
  114250. export var glowMapGenerationVertexShader: {
  114251. name: string;
  114252. shader: string;
  114253. };
  114254. }
  114255. declare module BABYLON {
  114256. /**
  114257. * Effect layer options. This helps customizing the behaviour
  114258. * of the effect layer.
  114259. */
  114260. export interface IEffectLayerOptions {
  114261. /**
  114262. * Multiplication factor apply to the canvas size to compute the render target size
  114263. * used to generated the objects (the smaller the faster).
  114264. */
  114265. mainTextureRatio: number;
  114266. /**
  114267. * Enforces a fixed size texture to ensure effect stability across devices.
  114268. */
  114269. mainTextureFixedSize?: number;
  114270. /**
  114271. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  114272. */
  114273. alphaBlendingMode: number;
  114274. /**
  114275. * The camera attached to the layer.
  114276. */
  114277. camera: Nullable<Camera>;
  114278. /**
  114279. * The rendering group to draw the layer in.
  114280. */
  114281. renderingGroupId: number;
  114282. }
  114283. /**
  114284. * The effect layer Helps adding post process effect blended with the main pass.
  114285. *
  114286. * This can be for instance use to generate glow or higlight effects on the scene.
  114287. *
  114288. * The effect layer class can not be used directly and is intented to inherited from to be
  114289. * customized per effects.
  114290. */
  114291. export abstract class EffectLayer {
  114292. private _vertexBuffers;
  114293. private _indexBuffer;
  114294. private _cachedDefines;
  114295. private _effectLayerMapGenerationEffect;
  114296. private _effectLayerOptions;
  114297. private _mergeEffect;
  114298. protected _scene: Scene;
  114299. protected _engine: Engine;
  114300. protected _maxSize: number;
  114301. protected _mainTextureDesiredSize: ISize;
  114302. protected _mainTexture: RenderTargetTexture;
  114303. protected _shouldRender: boolean;
  114304. protected _postProcesses: PostProcess[];
  114305. protected _textures: BaseTexture[];
  114306. protected _emissiveTextureAndColor: {
  114307. texture: Nullable<BaseTexture>;
  114308. color: Color4;
  114309. };
  114310. /**
  114311. * The name of the layer
  114312. */
  114313. name: string;
  114314. /**
  114315. * The clear color of the texture used to generate the glow map.
  114316. */
  114317. neutralColor: Color4;
  114318. /**
  114319. * Specifies wether the highlight layer is enabled or not.
  114320. */
  114321. isEnabled: boolean;
  114322. /**
  114323. * Gets the camera attached to the layer.
  114324. */
  114325. readonly camera: Nullable<Camera>;
  114326. /**
  114327. * Gets the rendering group id the layer should render in.
  114328. */
  114329. renderingGroupId: number;
  114330. /**
  114331. * An event triggered when the effect layer has been disposed.
  114332. */
  114333. onDisposeObservable: Observable<EffectLayer>;
  114334. /**
  114335. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  114336. */
  114337. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  114338. /**
  114339. * An event triggered when the generated texture is being merged in the scene.
  114340. */
  114341. onBeforeComposeObservable: Observable<EffectLayer>;
  114342. /**
  114343. * An event triggered when the generated texture has been merged in the scene.
  114344. */
  114345. onAfterComposeObservable: Observable<EffectLayer>;
  114346. /**
  114347. * An event triggered when the efffect layer changes its size.
  114348. */
  114349. onSizeChangedObservable: Observable<EffectLayer>;
  114350. /** @hidden */
  114351. static _SceneComponentInitialization: (scene: Scene) => void;
  114352. /**
  114353. * Instantiates a new effect Layer and references it in the scene.
  114354. * @param name The name of the layer
  114355. * @param scene The scene to use the layer in
  114356. */
  114357. constructor(
  114358. /** The Friendly of the effect in the scene */
  114359. name: string, scene: Scene);
  114360. /**
  114361. * Get the effect name of the layer.
  114362. * @return The effect name
  114363. */
  114364. abstract getEffectName(): string;
  114365. /**
  114366. * Checks for the readiness of the element composing the layer.
  114367. * @param subMesh the mesh to check for
  114368. * @param useInstances specify wether or not to use instances to render the mesh
  114369. * @return true if ready otherwise, false
  114370. */
  114371. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114372. /**
  114373. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114374. * @returns true if the effect requires stencil during the main canvas render pass.
  114375. */
  114376. abstract needStencil(): boolean;
  114377. /**
  114378. * Create the merge effect. This is the shader use to blit the information back
  114379. * to the main canvas at the end of the scene rendering.
  114380. * @returns The effect containing the shader used to merge the effect on the main canvas
  114381. */
  114382. protected abstract _createMergeEffect(): Effect;
  114383. /**
  114384. * Creates the render target textures and post processes used in the effect layer.
  114385. */
  114386. protected abstract _createTextureAndPostProcesses(): void;
  114387. /**
  114388. * Implementation specific of rendering the generating effect on the main canvas.
  114389. * @param effect The effect used to render through
  114390. */
  114391. protected abstract _internalRender(effect: Effect): void;
  114392. /**
  114393. * Sets the required values for both the emissive texture and and the main color.
  114394. */
  114395. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114396. /**
  114397. * Free any resources and references associated to a mesh.
  114398. * Internal use
  114399. * @param mesh The mesh to free.
  114400. */
  114401. abstract _disposeMesh(mesh: Mesh): void;
  114402. /**
  114403. * Serializes this layer (Glow or Highlight for example)
  114404. * @returns a serialized layer object
  114405. */
  114406. abstract serialize?(): any;
  114407. /**
  114408. * Initializes the effect layer with the required options.
  114409. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  114410. */
  114411. protected _init(options: Partial<IEffectLayerOptions>): void;
  114412. /**
  114413. * Generates the index buffer of the full screen quad blending to the main canvas.
  114414. */
  114415. private _generateIndexBuffer;
  114416. /**
  114417. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  114418. */
  114419. private _generateVertexBuffer;
  114420. /**
  114421. * Sets the main texture desired size which is the closest power of two
  114422. * of the engine canvas size.
  114423. */
  114424. private _setMainTextureSize;
  114425. /**
  114426. * Creates the main texture for the effect layer.
  114427. */
  114428. protected _createMainTexture(): void;
  114429. /**
  114430. * Adds specific effects defines.
  114431. * @param defines The defines to add specifics to.
  114432. */
  114433. protected _addCustomEffectDefines(defines: string[]): void;
  114434. /**
  114435. * Checks for the readiness of the element composing the layer.
  114436. * @param subMesh the mesh to check for
  114437. * @param useInstances specify wether or not to use instances to render the mesh
  114438. * @param emissiveTexture the associated emissive texture used to generate the glow
  114439. * @return true if ready otherwise, false
  114440. */
  114441. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  114442. /**
  114443. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  114444. */
  114445. render(): void;
  114446. /**
  114447. * Determine if a given mesh will be used in the current effect.
  114448. * @param mesh mesh to test
  114449. * @returns true if the mesh will be used
  114450. */
  114451. hasMesh(mesh: AbstractMesh): boolean;
  114452. /**
  114453. * Returns true if the layer contains information to display, otherwise false.
  114454. * @returns true if the glow layer should be rendered
  114455. */
  114456. shouldRender(): boolean;
  114457. /**
  114458. * Returns true if the mesh should render, otherwise false.
  114459. * @param mesh The mesh to render
  114460. * @returns true if it should render otherwise false
  114461. */
  114462. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  114463. /**
  114464. * Returns true if the mesh can be rendered, otherwise false.
  114465. * @param mesh The mesh to render
  114466. * @param material The material used on the mesh
  114467. * @returns true if it can be rendered otherwise false
  114468. */
  114469. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  114470. /**
  114471. * Returns true if the mesh should render, otherwise false.
  114472. * @param mesh The mesh to render
  114473. * @returns true if it should render otherwise false
  114474. */
  114475. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  114476. /**
  114477. * Renders the submesh passed in parameter to the generation map.
  114478. */
  114479. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  114480. /**
  114481. * Rebuild the required buffers.
  114482. * @hidden Internal use only.
  114483. */
  114484. _rebuild(): void;
  114485. /**
  114486. * Dispose only the render target textures and post process.
  114487. */
  114488. private _disposeTextureAndPostProcesses;
  114489. /**
  114490. * Dispose the highlight layer and free resources.
  114491. */
  114492. dispose(): void;
  114493. /**
  114494. * Gets the class name of the effect layer
  114495. * @returns the string with the class name of the effect layer
  114496. */
  114497. getClassName(): string;
  114498. /**
  114499. * Creates an effect layer from parsed effect layer data
  114500. * @param parsedEffectLayer defines effect layer data
  114501. * @param scene defines the current scene
  114502. * @param rootUrl defines the root URL containing the effect layer information
  114503. * @returns a parsed effect Layer
  114504. */
  114505. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  114506. }
  114507. }
  114508. declare module BABYLON {
  114509. interface AbstractScene {
  114510. /**
  114511. * The list of effect layers (highlights/glow) added to the scene
  114512. * @see http://doc.babylonjs.com/how_to/highlight_layer
  114513. * @see http://doc.babylonjs.com/how_to/glow_layer
  114514. */
  114515. effectLayers: Array<EffectLayer>;
  114516. /**
  114517. * Removes the given effect layer from this scene.
  114518. * @param toRemove defines the effect layer to remove
  114519. * @returns the index of the removed effect layer
  114520. */
  114521. removeEffectLayer(toRemove: EffectLayer): number;
  114522. /**
  114523. * Adds the given effect layer to this scene
  114524. * @param newEffectLayer defines the effect layer to add
  114525. */
  114526. addEffectLayer(newEffectLayer: EffectLayer): void;
  114527. }
  114528. /**
  114529. * Defines the layer scene component responsible to manage any effect layers
  114530. * in a given scene.
  114531. */
  114532. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  114533. /**
  114534. * The component name helpfull to identify the component in the list of scene components.
  114535. */
  114536. readonly name: string;
  114537. /**
  114538. * The scene the component belongs to.
  114539. */
  114540. scene: Scene;
  114541. private _engine;
  114542. private _renderEffects;
  114543. private _needStencil;
  114544. private _previousStencilState;
  114545. /**
  114546. * Creates a new instance of the component for the given scene
  114547. * @param scene Defines the scene to register the component in
  114548. */
  114549. constructor(scene: Scene);
  114550. /**
  114551. * Registers the component in a given scene
  114552. */
  114553. register(): void;
  114554. /**
  114555. * Rebuilds the elements related to this component in case of
  114556. * context lost for instance.
  114557. */
  114558. rebuild(): void;
  114559. /**
  114560. * Serializes the component data to the specified json object
  114561. * @param serializationObject The object to serialize to
  114562. */
  114563. serialize(serializationObject: any): void;
  114564. /**
  114565. * Adds all the elements from the container to the scene
  114566. * @param container the container holding the elements
  114567. */
  114568. addFromContainer(container: AbstractScene): void;
  114569. /**
  114570. * Removes all the elements in the container from the scene
  114571. * @param container contains the elements to remove
  114572. * @param dispose if the removed element should be disposed (default: false)
  114573. */
  114574. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114575. /**
  114576. * Disposes the component and the associated ressources.
  114577. */
  114578. dispose(): void;
  114579. private _isReadyForMesh;
  114580. private _renderMainTexture;
  114581. private _setStencil;
  114582. private _setStencilBack;
  114583. private _draw;
  114584. private _drawCamera;
  114585. private _drawRenderingGroup;
  114586. }
  114587. }
  114588. declare module BABYLON {
  114589. /** @hidden */
  114590. export var glowMapMergePixelShader: {
  114591. name: string;
  114592. shader: string;
  114593. };
  114594. }
  114595. declare module BABYLON {
  114596. /** @hidden */
  114597. export var glowMapMergeVertexShader: {
  114598. name: string;
  114599. shader: string;
  114600. };
  114601. }
  114602. declare module BABYLON {
  114603. interface AbstractScene {
  114604. /**
  114605. * Return a the first highlight layer of the scene with a given name.
  114606. * @param name The name of the highlight layer to look for.
  114607. * @return The highlight layer if found otherwise null.
  114608. */
  114609. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  114610. }
  114611. /**
  114612. * Glow layer options. This helps customizing the behaviour
  114613. * of the glow layer.
  114614. */
  114615. export interface IGlowLayerOptions {
  114616. /**
  114617. * Multiplication factor apply to the canvas size to compute the render target size
  114618. * used to generated the glowing objects (the smaller the faster).
  114619. */
  114620. mainTextureRatio: number;
  114621. /**
  114622. * Enforces a fixed size texture to ensure resize independant blur.
  114623. */
  114624. mainTextureFixedSize?: number;
  114625. /**
  114626. * How big is the kernel of the blur texture.
  114627. */
  114628. blurKernelSize: number;
  114629. /**
  114630. * The camera attached to the layer.
  114631. */
  114632. camera: Nullable<Camera>;
  114633. /**
  114634. * Enable MSAA by chosing the number of samples.
  114635. */
  114636. mainTextureSamples?: number;
  114637. /**
  114638. * The rendering group to draw the layer in.
  114639. */
  114640. renderingGroupId: number;
  114641. }
  114642. /**
  114643. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  114644. *
  114645. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114646. * glowy meshes to your scene.
  114647. *
  114648. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  114649. */
  114650. export class GlowLayer extends EffectLayer {
  114651. /**
  114652. * Effect Name of the layer.
  114653. */
  114654. static readonly EffectName: string;
  114655. /**
  114656. * The default blur kernel size used for the glow.
  114657. */
  114658. static DefaultBlurKernelSize: number;
  114659. /**
  114660. * The default texture size ratio used for the glow.
  114661. */
  114662. static DefaultTextureRatio: number;
  114663. /**
  114664. * Sets the kernel size of the blur.
  114665. */
  114666. /**
  114667. * Gets the kernel size of the blur.
  114668. */
  114669. blurKernelSize: number;
  114670. /**
  114671. * Sets the glow intensity.
  114672. */
  114673. /**
  114674. * Gets the glow intensity.
  114675. */
  114676. intensity: number;
  114677. private _options;
  114678. private _intensity;
  114679. private _horizontalBlurPostprocess1;
  114680. private _verticalBlurPostprocess1;
  114681. private _horizontalBlurPostprocess2;
  114682. private _verticalBlurPostprocess2;
  114683. private _blurTexture1;
  114684. private _blurTexture2;
  114685. private _postProcesses1;
  114686. private _postProcesses2;
  114687. private _includedOnlyMeshes;
  114688. private _excludedMeshes;
  114689. /**
  114690. * Callback used to let the user override the color selection on a per mesh basis
  114691. */
  114692. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  114693. /**
  114694. * Callback used to let the user override the texture selection on a per mesh basis
  114695. */
  114696. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  114697. /**
  114698. * Instantiates a new glow Layer and references it to the scene.
  114699. * @param name The name of the layer
  114700. * @param scene The scene to use the layer in
  114701. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  114702. */
  114703. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  114704. /**
  114705. * Get the effect name of the layer.
  114706. * @return The effect name
  114707. */
  114708. getEffectName(): string;
  114709. /**
  114710. * Create the merge effect. This is the shader use to blit the information back
  114711. * to the main canvas at the end of the scene rendering.
  114712. */
  114713. protected _createMergeEffect(): Effect;
  114714. /**
  114715. * Creates the render target textures and post processes used in the glow layer.
  114716. */
  114717. protected _createTextureAndPostProcesses(): void;
  114718. /**
  114719. * Checks for the readiness of the element composing the layer.
  114720. * @param subMesh the mesh to check for
  114721. * @param useInstances specify wether or not to use instances to render the mesh
  114722. * @param emissiveTexture the associated emissive texture used to generate the glow
  114723. * @return true if ready otherwise, false
  114724. */
  114725. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114726. /**
  114727. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114728. */
  114729. needStencil(): boolean;
  114730. /**
  114731. * Returns true if the mesh can be rendered, otherwise false.
  114732. * @param mesh The mesh to render
  114733. * @param material The material used on the mesh
  114734. * @returns true if it can be rendered otherwise false
  114735. */
  114736. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  114737. /**
  114738. * Implementation specific of rendering the generating effect on the main canvas.
  114739. * @param effect The effect used to render through
  114740. */
  114741. protected _internalRender(effect: Effect): void;
  114742. /**
  114743. * Sets the required values for both the emissive texture and and the main color.
  114744. */
  114745. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114746. /**
  114747. * Returns true if the mesh should render, otherwise false.
  114748. * @param mesh The mesh to render
  114749. * @returns true if it should render otherwise false
  114750. */
  114751. protected _shouldRenderMesh(mesh: Mesh): boolean;
  114752. /**
  114753. * Adds specific effects defines.
  114754. * @param defines The defines to add specifics to.
  114755. */
  114756. protected _addCustomEffectDefines(defines: string[]): void;
  114757. /**
  114758. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  114759. * @param mesh The mesh to exclude from the glow layer
  114760. */
  114761. addExcludedMesh(mesh: Mesh): void;
  114762. /**
  114763. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  114764. * @param mesh The mesh to remove
  114765. */
  114766. removeExcludedMesh(mesh: Mesh): void;
  114767. /**
  114768. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  114769. * @param mesh The mesh to include in the glow layer
  114770. */
  114771. addIncludedOnlyMesh(mesh: Mesh): void;
  114772. /**
  114773. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  114774. * @param mesh The mesh to remove
  114775. */
  114776. removeIncludedOnlyMesh(mesh: Mesh): void;
  114777. /**
  114778. * Determine if a given mesh will be used in the glow layer
  114779. * @param mesh The mesh to test
  114780. * @returns true if the mesh will be highlighted by the current glow layer
  114781. */
  114782. hasMesh(mesh: AbstractMesh): boolean;
  114783. /**
  114784. * Free any resources and references associated to a mesh.
  114785. * Internal use
  114786. * @param mesh The mesh to free.
  114787. * @hidden
  114788. */
  114789. _disposeMesh(mesh: Mesh): void;
  114790. /**
  114791. * Gets the class name of the effect layer
  114792. * @returns the string with the class name of the effect layer
  114793. */
  114794. getClassName(): string;
  114795. /**
  114796. * Serializes this glow layer
  114797. * @returns a serialized glow layer object
  114798. */
  114799. serialize(): any;
  114800. /**
  114801. * Creates a Glow Layer from parsed glow layer data
  114802. * @param parsedGlowLayer defines glow layer data
  114803. * @param scene defines the current scene
  114804. * @param rootUrl defines the root URL containing the glow layer information
  114805. * @returns a parsed Glow Layer
  114806. */
  114807. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  114808. }
  114809. }
  114810. declare module BABYLON {
  114811. /** @hidden */
  114812. export var glowBlurPostProcessPixelShader: {
  114813. name: string;
  114814. shader: string;
  114815. };
  114816. }
  114817. declare module BABYLON {
  114818. interface AbstractScene {
  114819. /**
  114820. * Return a the first highlight layer of the scene with a given name.
  114821. * @param name The name of the highlight layer to look for.
  114822. * @return The highlight layer if found otherwise null.
  114823. */
  114824. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  114825. }
  114826. /**
  114827. * Highlight layer options. This helps customizing the behaviour
  114828. * of the highlight layer.
  114829. */
  114830. export interface IHighlightLayerOptions {
  114831. /**
  114832. * Multiplication factor apply to the canvas size to compute the render target size
  114833. * used to generated the glowing objects (the smaller the faster).
  114834. */
  114835. mainTextureRatio: number;
  114836. /**
  114837. * Enforces a fixed size texture to ensure resize independant blur.
  114838. */
  114839. mainTextureFixedSize?: number;
  114840. /**
  114841. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  114842. * of the picture to blur (the smaller the faster).
  114843. */
  114844. blurTextureSizeRatio: number;
  114845. /**
  114846. * How big in texel of the blur texture is the vertical blur.
  114847. */
  114848. blurVerticalSize: number;
  114849. /**
  114850. * How big in texel of the blur texture is the horizontal blur.
  114851. */
  114852. blurHorizontalSize: number;
  114853. /**
  114854. * Alpha blending mode used to apply the blur. Default is combine.
  114855. */
  114856. alphaBlendingMode: number;
  114857. /**
  114858. * The camera attached to the layer.
  114859. */
  114860. camera: Nullable<Camera>;
  114861. /**
  114862. * Should we display highlight as a solid stroke?
  114863. */
  114864. isStroke?: boolean;
  114865. /**
  114866. * The rendering group to draw the layer in.
  114867. */
  114868. renderingGroupId: number;
  114869. }
  114870. /**
  114871. * The highlight layer Helps adding a glow effect around a mesh.
  114872. *
  114873. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114874. * glowy meshes to your scene.
  114875. *
  114876. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  114877. */
  114878. export class HighlightLayer extends EffectLayer {
  114879. name: string;
  114880. /**
  114881. * Effect Name of the highlight layer.
  114882. */
  114883. static readonly EffectName: string;
  114884. /**
  114885. * The neutral color used during the preparation of the glow effect.
  114886. * This is black by default as the blend operation is a blend operation.
  114887. */
  114888. static NeutralColor: Color4;
  114889. /**
  114890. * Stencil value used for glowing meshes.
  114891. */
  114892. static GlowingMeshStencilReference: number;
  114893. /**
  114894. * Stencil value used for the other meshes in the scene.
  114895. */
  114896. static NormalMeshStencilReference: number;
  114897. /**
  114898. * Specifies whether or not the inner glow is ACTIVE in the layer.
  114899. */
  114900. innerGlow: boolean;
  114901. /**
  114902. * Specifies whether or not the outer glow is ACTIVE in the layer.
  114903. */
  114904. outerGlow: boolean;
  114905. /**
  114906. * Specifies the horizontal size of the blur.
  114907. */
  114908. /**
  114909. * Gets the horizontal size of the blur.
  114910. */
  114911. blurHorizontalSize: number;
  114912. /**
  114913. * Specifies the vertical size of the blur.
  114914. */
  114915. /**
  114916. * Gets the vertical size of the blur.
  114917. */
  114918. blurVerticalSize: number;
  114919. /**
  114920. * An event triggered when the highlight layer is being blurred.
  114921. */
  114922. onBeforeBlurObservable: Observable<HighlightLayer>;
  114923. /**
  114924. * An event triggered when the highlight layer has been blurred.
  114925. */
  114926. onAfterBlurObservable: Observable<HighlightLayer>;
  114927. private _instanceGlowingMeshStencilReference;
  114928. private _options;
  114929. private _downSamplePostprocess;
  114930. private _horizontalBlurPostprocess;
  114931. private _verticalBlurPostprocess;
  114932. private _blurTexture;
  114933. private _meshes;
  114934. private _excludedMeshes;
  114935. /**
  114936. * Instantiates a new highlight Layer and references it to the scene..
  114937. * @param name The name of the layer
  114938. * @param scene The scene to use the layer in
  114939. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  114940. */
  114941. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  114942. /**
  114943. * Get the effect name of the layer.
  114944. * @return The effect name
  114945. */
  114946. getEffectName(): string;
  114947. /**
  114948. * Create the merge effect. This is the shader use to blit the information back
  114949. * to the main canvas at the end of the scene rendering.
  114950. */
  114951. protected _createMergeEffect(): Effect;
  114952. /**
  114953. * Creates the render target textures and post processes used in the highlight layer.
  114954. */
  114955. protected _createTextureAndPostProcesses(): void;
  114956. /**
  114957. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114958. */
  114959. needStencil(): boolean;
  114960. /**
  114961. * Checks for the readiness of the element composing the layer.
  114962. * @param subMesh the mesh to check for
  114963. * @param useInstances specify wether or not to use instances to render the mesh
  114964. * @param emissiveTexture the associated emissive texture used to generate the glow
  114965. * @return true if ready otherwise, false
  114966. */
  114967. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114968. /**
  114969. * Implementation specific of rendering the generating effect on the main canvas.
  114970. * @param effect The effect used to render through
  114971. */
  114972. protected _internalRender(effect: Effect): void;
  114973. /**
  114974. * Returns true if the layer contains information to display, otherwise false.
  114975. */
  114976. shouldRender(): boolean;
  114977. /**
  114978. * Returns true if the mesh should render, otherwise false.
  114979. * @param mesh The mesh to render
  114980. * @returns true if it should render otherwise false
  114981. */
  114982. protected _shouldRenderMesh(mesh: Mesh): boolean;
  114983. /**
  114984. * Sets the required values for both the emissive texture and and the main color.
  114985. */
  114986. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114987. /**
  114988. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  114989. * @param mesh The mesh to exclude from the highlight layer
  114990. */
  114991. addExcludedMesh(mesh: Mesh): void;
  114992. /**
  114993. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  114994. * @param mesh The mesh to highlight
  114995. */
  114996. removeExcludedMesh(mesh: Mesh): void;
  114997. /**
  114998. * Determine if a given mesh will be highlighted by the current HighlightLayer
  114999. * @param mesh mesh to test
  115000. * @returns true if the mesh will be highlighted by the current HighlightLayer
  115001. */
  115002. hasMesh(mesh: AbstractMesh): boolean;
  115003. /**
  115004. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  115005. * @param mesh The mesh to highlight
  115006. * @param color The color of the highlight
  115007. * @param glowEmissiveOnly Extract the glow from the emissive texture
  115008. */
  115009. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  115010. /**
  115011. * Remove a mesh from the highlight layer in order to make it stop glowing.
  115012. * @param mesh The mesh to highlight
  115013. */
  115014. removeMesh(mesh: Mesh): void;
  115015. /**
  115016. * Force the stencil to the normal expected value for none glowing parts
  115017. */
  115018. private _defaultStencilReference;
  115019. /**
  115020. * Free any resources and references associated to a mesh.
  115021. * Internal use
  115022. * @param mesh The mesh to free.
  115023. * @hidden
  115024. */
  115025. _disposeMesh(mesh: Mesh): void;
  115026. /**
  115027. * Dispose the highlight layer and free resources.
  115028. */
  115029. dispose(): void;
  115030. /**
  115031. * Gets the class name of the effect layer
  115032. * @returns the string with the class name of the effect layer
  115033. */
  115034. getClassName(): string;
  115035. /**
  115036. * Serializes this Highlight layer
  115037. * @returns a serialized Highlight layer object
  115038. */
  115039. serialize(): any;
  115040. /**
  115041. * Creates a Highlight layer from parsed Highlight layer data
  115042. * @param parsedHightlightLayer defines the Highlight layer data
  115043. * @param scene defines the current scene
  115044. * @param rootUrl defines the root URL containing the Highlight layer information
  115045. * @returns a parsed Highlight layer
  115046. */
  115047. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  115048. }
  115049. }
  115050. declare module BABYLON {
  115051. interface AbstractScene {
  115052. /**
  115053. * The list of layers (background and foreground) of the scene
  115054. */
  115055. layers: Array<Layer>;
  115056. }
  115057. /**
  115058. * Defines the layer scene component responsible to manage any layers
  115059. * in a given scene.
  115060. */
  115061. export class LayerSceneComponent implements ISceneComponent {
  115062. /**
  115063. * The component name helpfull to identify the component in the list of scene components.
  115064. */
  115065. readonly name: string;
  115066. /**
  115067. * The scene the component belongs to.
  115068. */
  115069. scene: Scene;
  115070. private _engine;
  115071. /**
  115072. * Creates a new instance of the component for the given scene
  115073. * @param scene Defines the scene to register the component in
  115074. */
  115075. constructor(scene: Scene);
  115076. /**
  115077. * Registers the component in a given scene
  115078. */
  115079. register(): void;
  115080. /**
  115081. * Rebuilds the elements related to this component in case of
  115082. * context lost for instance.
  115083. */
  115084. rebuild(): void;
  115085. /**
  115086. * Disposes the component and the associated ressources.
  115087. */
  115088. dispose(): void;
  115089. private _draw;
  115090. private _drawCameraPredicate;
  115091. private _drawCameraBackground;
  115092. private _drawCameraForeground;
  115093. private _drawRenderTargetPredicate;
  115094. private _drawRenderTargetBackground;
  115095. private _drawRenderTargetForeground;
  115096. /**
  115097. * Adds all the elements from the container to the scene
  115098. * @param container the container holding the elements
  115099. */
  115100. addFromContainer(container: AbstractScene): void;
  115101. /**
  115102. * Removes all the elements in the container from the scene
  115103. * @param container contains the elements to remove
  115104. * @param dispose if the removed element should be disposed (default: false)
  115105. */
  115106. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115107. }
  115108. }
  115109. declare module BABYLON {
  115110. /** @hidden */
  115111. export var layerPixelShader: {
  115112. name: string;
  115113. shader: string;
  115114. };
  115115. }
  115116. declare module BABYLON {
  115117. /** @hidden */
  115118. export var layerVertexShader: {
  115119. name: string;
  115120. shader: string;
  115121. };
  115122. }
  115123. declare module BABYLON {
  115124. /**
  115125. * This represents a full screen 2d layer.
  115126. * This can be useful to display a picture in the background of your scene for instance.
  115127. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115128. */
  115129. export class Layer {
  115130. /**
  115131. * Define the name of the layer.
  115132. */
  115133. name: string;
  115134. /**
  115135. * Define the texture the layer should display.
  115136. */
  115137. texture: Nullable<Texture>;
  115138. /**
  115139. * Is the layer in background or foreground.
  115140. */
  115141. isBackground: boolean;
  115142. /**
  115143. * Define the color of the layer (instead of texture).
  115144. */
  115145. color: Color4;
  115146. /**
  115147. * Define the scale of the layer in order to zoom in out of the texture.
  115148. */
  115149. scale: Vector2;
  115150. /**
  115151. * Define an offset for the layer in order to shift the texture.
  115152. */
  115153. offset: Vector2;
  115154. /**
  115155. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  115156. */
  115157. alphaBlendingMode: number;
  115158. /**
  115159. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  115160. * Alpha test will not mix with the background color in case of transparency.
  115161. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  115162. */
  115163. alphaTest: boolean;
  115164. /**
  115165. * Define a mask to restrict the layer to only some of the scene cameras.
  115166. */
  115167. layerMask: number;
  115168. /**
  115169. * Define the list of render target the layer is visible into.
  115170. */
  115171. renderTargetTextures: RenderTargetTexture[];
  115172. /**
  115173. * Define if the layer is only used in renderTarget or if it also
  115174. * renders in the main frame buffer of the canvas.
  115175. */
  115176. renderOnlyInRenderTargetTextures: boolean;
  115177. private _scene;
  115178. private _vertexBuffers;
  115179. private _indexBuffer;
  115180. private _effect;
  115181. private _alphaTestEffect;
  115182. /**
  115183. * An event triggered when the layer is disposed.
  115184. */
  115185. onDisposeObservable: Observable<Layer>;
  115186. private _onDisposeObserver;
  115187. /**
  115188. * Back compatibility with callback before the onDisposeObservable existed.
  115189. * The set callback will be triggered when the layer has been disposed.
  115190. */
  115191. onDispose: () => void;
  115192. /**
  115193. * An event triggered before rendering the scene
  115194. */
  115195. onBeforeRenderObservable: Observable<Layer>;
  115196. private _onBeforeRenderObserver;
  115197. /**
  115198. * Back compatibility with callback before the onBeforeRenderObservable existed.
  115199. * The set callback will be triggered just before rendering the layer.
  115200. */
  115201. onBeforeRender: () => void;
  115202. /**
  115203. * An event triggered after rendering the scene
  115204. */
  115205. onAfterRenderObservable: Observable<Layer>;
  115206. private _onAfterRenderObserver;
  115207. /**
  115208. * Back compatibility with callback before the onAfterRenderObservable existed.
  115209. * The set callback will be triggered just after rendering the layer.
  115210. */
  115211. onAfterRender: () => void;
  115212. /**
  115213. * Instantiates a new layer.
  115214. * This represents a full screen 2d layer.
  115215. * This can be useful to display a picture in the background of your scene for instance.
  115216. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115217. * @param name Define the name of the layer in the scene
  115218. * @param imgUrl Define the url of the texture to display in the layer
  115219. * @param scene Define the scene the layer belongs to
  115220. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  115221. * @param color Defines a color for the layer
  115222. */
  115223. constructor(
  115224. /**
  115225. * Define the name of the layer.
  115226. */
  115227. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  115228. private _createIndexBuffer;
  115229. /** @hidden */
  115230. _rebuild(): void;
  115231. /**
  115232. * Renders the layer in the scene.
  115233. */
  115234. render(): void;
  115235. /**
  115236. * Disposes and releases the associated ressources.
  115237. */
  115238. dispose(): void;
  115239. }
  115240. }
  115241. declare module BABYLON {
  115242. /** @hidden */
  115243. export var lensFlarePixelShader: {
  115244. name: string;
  115245. shader: string;
  115246. };
  115247. }
  115248. declare module BABYLON {
  115249. /** @hidden */
  115250. export var lensFlareVertexShader: {
  115251. name: string;
  115252. shader: string;
  115253. };
  115254. }
  115255. declare module BABYLON {
  115256. /**
  115257. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  115258. * It is usually composed of several `lensFlare`.
  115259. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115260. */
  115261. export class LensFlareSystem {
  115262. /**
  115263. * Define the name of the lens flare system
  115264. */
  115265. name: string;
  115266. /**
  115267. * List of lens flares used in this system.
  115268. */
  115269. lensFlares: LensFlare[];
  115270. /**
  115271. * Define a limit from the border the lens flare can be visible.
  115272. */
  115273. borderLimit: number;
  115274. /**
  115275. * Define a viewport border we do not want to see the lens flare in.
  115276. */
  115277. viewportBorder: number;
  115278. /**
  115279. * Define a predicate which could limit the list of meshes able to occlude the effect.
  115280. */
  115281. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  115282. /**
  115283. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  115284. */
  115285. layerMask: number;
  115286. /**
  115287. * Define the id of the lens flare system in the scene.
  115288. * (equal to name by default)
  115289. */
  115290. id: string;
  115291. private _scene;
  115292. private _emitter;
  115293. private _vertexBuffers;
  115294. private _indexBuffer;
  115295. private _effect;
  115296. private _positionX;
  115297. private _positionY;
  115298. private _isEnabled;
  115299. /** @hidden */
  115300. static _SceneComponentInitialization: (scene: Scene) => void;
  115301. /**
  115302. * Instantiates a lens flare system.
  115303. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  115304. * It is usually composed of several `lensFlare`.
  115305. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115306. * @param name Define the name of the lens flare system in the scene
  115307. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  115308. * @param scene Define the scene the lens flare system belongs to
  115309. */
  115310. constructor(
  115311. /**
  115312. * Define the name of the lens flare system
  115313. */
  115314. name: string, emitter: any, scene: Scene);
  115315. /**
  115316. * Define if the lens flare system is enabled.
  115317. */
  115318. isEnabled: boolean;
  115319. /**
  115320. * Get the scene the effects belongs to.
  115321. * @returns the scene holding the lens flare system
  115322. */
  115323. getScene(): Scene;
  115324. /**
  115325. * Get the emitter of the lens flare system.
  115326. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  115327. * @returns the emitter of the lens flare system
  115328. */
  115329. getEmitter(): any;
  115330. /**
  115331. * Set the emitter of the lens flare system.
  115332. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  115333. * @param newEmitter Define the new emitter of the system
  115334. */
  115335. setEmitter(newEmitter: any): void;
  115336. /**
  115337. * Get the lens flare system emitter position.
  115338. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  115339. * @returns the position
  115340. */
  115341. getEmitterPosition(): Vector3;
  115342. /**
  115343. * @hidden
  115344. */
  115345. computeEffectivePosition(globalViewport: Viewport): boolean;
  115346. /** @hidden */
  115347. _isVisible(): boolean;
  115348. /**
  115349. * @hidden
  115350. */
  115351. render(): boolean;
  115352. /**
  115353. * Dispose and release the lens flare with its associated resources.
  115354. */
  115355. dispose(): void;
  115356. /**
  115357. * Parse a lens flare system from a JSON repressentation
  115358. * @param parsedLensFlareSystem Define the JSON to parse
  115359. * @param scene Define the scene the parsed system should be instantiated in
  115360. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  115361. * @returns the parsed system
  115362. */
  115363. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  115364. /**
  115365. * Serialize the current Lens Flare System into a JSON representation.
  115366. * @returns the serialized JSON
  115367. */
  115368. serialize(): any;
  115369. }
  115370. }
  115371. declare module BABYLON {
  115372. /**
  115373. * This represents one of the lens effect in a `lensFlareSystem`.
  115374. * It controls one of the indiviual texture used in the effect.
  115375. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115376. */
  115377. export class LensFlare {
  115378. /**
  115379. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  115380. */
  115381. size: number;
  115382. /**
  115383. * 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.
  115384. */
  115385. position: number;
  115386. /**
  115387. * Define the lens color.
  115388. */
  115389. color: Color3;
  115390. /**
  115391. * Define the lens texture.
  115392. */
  115393. texture: Nullable<Texture>;
  115394. /**
  115395. * Define the alpha mode to render this particular lens.
  115396. */
  115397. alphaMode: number;
  115398. private _system;
  115399. /**
  115400. * Creates a new Lens Flare.
  115401. * This represents one of the lens effect in a `lensFlareSystem`.
  115402. * It controls one of the indiviual texture used in the effect.
  115403. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115404. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  115405. * @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.
  115406. * @param color Define the lens color
  115407. * @param imgUrl Define the lens texture url
  115408. * @param system Define the `lensFlareSystem` this flare is part of
  115409. * @returns The newly created Lens Flare
  115410. */
  115411. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  115412. /**
  115413. * Instantiates a new Lens Flare.
  115414. * This represents one of the lens effect in a `lensFlareSystem`.
  115415. * It controls one of the indiviual texture used in the effect.
  115416. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115417. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  115418. * @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.
  115419. * @param color Define the lens color
  115420. * @param imgUrl Define the lens texture url
  115421. * @param system Define the `lensFlareSystem` this flare is part of
  115422. */
  115423. constructor(
  115424. /**
  115425. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  115426. */
  115427. size: number,
  115428. /**
  115429. * 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.
  115430. */
  115431. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  115432. /**
  115433. * Dispose and release the lens flare with its associated resources.
  115434. */
  115435. dispose(): void;
  115436. }
  115437. }
  115438. declare module BABYLON {
  115439. interface AbstractScene {
  115440. /**
  115441. * The list of lens flare system added to the scene
  115442. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115443. */
  115444. lensFlareSystems: Array<LensFlareSystem>;
  115445. /**
  115446. * Removes the given lens flare system from this scene.
  115447. * @param toRemove The lens flare system to remove
  115448. * @returns The index of the removed lens flare system
  115449. */
  115450. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  115451. /**
  115452. * Adds the given lens flare system to this scene
  115453. * @param newLensFlareSystem The lens flare system to add
  115454. */
  115455. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  115456. /**
  115457. * Gets a lens flare system using its name
  115458. * @param name defines the name to look for
  115459. * @returns the lens flare system or null if not found
  115460. */
  115461. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  115462. /**
  115463. * Gets a lens flare system using its id
  115464. * @param id defines the id to look for
  115465. * @returns the lens flare system or null if not found
  115466. */
  115467. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  115468. }
  115469. /**
  115470. * Defines the lens flare scene component responsible to manage any lens flares
  115471. * in a given scene.
  115472. */
  115473. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  115474. /**
  115475. * The component name helpfull to identify the component in the list of scene components.
  115476. */
  115477. readonly name: string;
  115478. /**
  115479. * The scene the component belongs to.
  115480. */
  115481. scene: Scene;
  115482. /**
  115483. * Creates a new instance of the component for the given scene
  115484. * @param scene Defines the scene to register the component in
  115485. */
  115486. constructor(scene: Scene);
  115487. /**
  115488. * Registers the component in a given scene
  115489. */
  115490. register(): void;
  115491. /**
  115492. * Rebuilds the elements related to this component in case of
  115493. * context lost for instance.
  115494. */
  115495. rebuild(): void;
  115496. /**
  115497. * Adds all the elements from the container to the scene
  115498. * @param container the container holding the elements
  115499. */
  115500. addFromContainer(container: AbstractScene): void;
  115501. /**
  115502. * Removes all the elements in the container from the scene
  115503. * @param container contains the elements to remove
  115504. * @param dispose if the removed element should be disposed (default: false)
  115505. */
  115506. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115507. /**
  115508. * Serializes the component data to the specified json object
  115509. * @param serializationObject The object to serialize to
  115510. */
  115511. serialize(serializationObject: any): void;
  115512. /**
  115513. * Disposes the component and the associated ressources.
  115514. */
  115515. dispose(): void;
  115516. private _draw;
  115517. }
  115518. }
  115519. declare module BABYLON {
  115520. /**
  115521. * Defines the shadow generator component responsible to manage any shadow generators
  115522. * in a given scene.
  115523. */
  115524. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  115525. /**
  115526. * The component name helpfull to identify the component in the list of scene components.
  115527. */
  115528. readonly name: string;
  115529. /**
  115530. * The scene the component belongs to.
  115531. */
  115532. scene: Scene;
  115533. /**
  115534. * Creates a new instance of the component for the given scene
  115535. * @param scene Defines the scene to register the component in
  115536. */
  115537. constructor(scene: Scene);
  115538. /**
  115539. * Registers the component in a given scene
  115540. */
  115541. register(): void;
  115542. /**
  115543. * Rebuilds the elements related to this component in case of
  115544. * context lost for instance.
  115545. */
  115546. rebuild(): void;
  115547. /**
  115548. * Serializes the component data to the specified json object
  115549. * @param serializationObject The object to serialize to
  115550. */
  115551. serialize(serializationObject: any): void;
  115552. /**
  115553. * Adds all the elements from the container to the scene
  115554. * @param container the container holding the elements
  115555. */
  115556. addFromContainer(container: AbstractScene): void;
  115557. /**
  115558. * Removes all the elements in the container from the scene
  115559. * @param container contains the elements to remove
  115560. * @param dispose if the removed element should be disposed (default: false)
  115561. */
  115562. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115563. /**
  115564. * Rebuilds the elements related to this component in case of
  115565. * context lost for instance.
  115566. */
  115567. dispose(): void;
  115568. private _gatherRenderTargets;
  115569. }
  115570. }
  115571. declare module BABYLON {
  115572. /**
  115573. * A point light is a light defined by an unique point in world space.
  115574. * The light is emitted in every direction from this point.
  115575. * A good example of a point light is a standard light bulb.
  115576. * Documentation: https://doc.babylonjs.com/babylon101/lights
  115577. */
  115578. export class PointLight extends ShadowLight {
  115579. private _shadowAngle;
  115580. /**
  115581. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115582. * This specifies what angle the shadow will use to be created.
  115583. *
  115584. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  115585. */
  115586. /**
  115587. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115588. * This specifies what angle the shadow will use to be created.
  115589. *
  115590. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  115591. */
  115592. shadowAngle: number;
  115593. /**
  115594. * Gets the direction if it has been set.
  115595. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115596. */
  115597. /**
  115598. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115599. */
  115600. direction: Vector3;
  115601. /**
  115602. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  115603. * A PointLight emits the light in every direction.
  115604. * It can cast shadows.
  115605. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  115606. * ```javascript
  115607. * var pointLight = new PointLight("pl", camera.position, scene);
  115608. * ```
  115609. * Documentation : https://doc.babylonjs.com/babylon101/lights
  115610. * @param name The light friendly name
  115611. * @param position The position of the point light in the scene
  115612. * @param scene The scene the lights belongs to
  115613. */
  115614. constructor(name: string, position: Vector3, scene: Scene);
  115615. /**
  115616. * Returns the string "PointLight"
  115617. * @returns the class name
  115618. */
  115619. getClassName(): string;
  115620. /**
  115621. * Returns the integer 0.
  115622. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  115623. */
  115624. getTypeID(): number;
  115625. /**
  115626. * Specifies wether or not the shadowmap should be a cube texture.
  115627. * @returns true if the shadowmap needs to be a cube texture.
  115628. */
  115629. needCube(): boolean;
  115630. /**
  115631. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  115632. * @param faceIndex The index of the face we are computed the direction to generate shadow
  115633. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  115634. */
  115635. getShadowDirection(faceIndex?: number): Vector3;
  115636. /**
  115637. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  115638. * - fov = PI / 2
  115639. * - aspect ratio : 1.0
  115640. * - z-near and far equal to the active camera minZ and maxZ.
  115641. * Returns the PointLight.
  115642. */
  115643. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  115644. protected _buildUniformLayout(): void;
  115645. /**
  115646. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  115647. * @param effect The effect to update
  115648. * @param lightIndex The index of the light in the effect to update
  115649. * @returns The point light
  115650. */
  115651. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  115652. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  115653. /**
  115654. * Prepares the list of defines specific to the light type.
  115655. * @param defines the list of defines
  115656. * @param lightIndex defines the index of the light for the effect
  115657. */
  115658. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  115659. }
  115660. }
  115661. declare module BABYLON {
  115662. /**
  115663. * Header information of HDR texture files.
  115664. */
  115665. export interface HDRInfo {
  115666. /**
  115667. * The height of the texture in pixels.
  115668. */
  115669. height: number;
  115670. /**
  115671. * The width of the texture in pixels.
  115672. */
  115673. width: number;
  115674. /**
  115675. * The index of the beginning of the data in the binary file.
  115676. */
  115677. dataPosition: number;
  115678. }
  115679. /**
  115680. * This groups tools to convert HDR texture to native colors array.
  115681. */
  115682. export class HDRTools {
  115683. private static Ldexp;
  115684. private static Rgbe2float;
  115685. private static readStringLine;
  115686. /**
  115687. * Reads header information from an RGBE texture stored in a native array.
  115688. * More information on this format are available here:
  115689. * https://en.wikipedia.org/wiki/RGBE_image_format
  115690. *
  115691. * @param uint8array The binary file stored in native array.
  115692. * @return The header information.
  115693. */
  115694. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  115695. /**
  115696. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  115697. * This RGBE texture needs to store the information as a panorama.
  115698. *
  115699. * More information on this format are available here:
  115700. * https://en.wikipedia.org/wiki/RGBE_image_format
  115701. *
  115702. * @param buffer The binary file stored in an array buffer.
  115703. * @param size The expected size of the extracted cubemap.
  115704. * @return The Cube Map information.
  115705. */
  115706. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  115707. /**
  115708. * Returns the pixels data extracted from an RGBE texture.
  115709. * This pixels will be stored left to right up to down in the R G B order in one array.
  115710. *
  115711. * More information on this format are available here:
  115712. * https://en.wikipedia.org/wiki/RGBE_image_format
  115713. *
  115714. * @param uint8array The binary file stored in an array buffer.
  115715. * @param hdrInfo The header information of the file.
  115716. * @return The pixels data in RGB right to left up to down order.
  115717. */
  115718. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  115719. private static RGBE_ReadPixels_RLE;
  115720. }
  115721. }
  115722. declare module BABYLON {
  115723. /**
  115724. * This represents a texture coming from an HDR input.
  115725. *
  115726. * The only supported format is currently panorama picture stored in RGBE format.
  115727. * Example of such files can be found on HDRLib: http://hdrlib.com/
  115728. */
  115729. export class HDRCubeTexture extends BaseTexture {
  115730. private static _facesMapping;
  115731. private _generateHarmonics;
  115732. private _noMipmap;
  115733. private _textureMatrix;
  115734. private _size;
  115735. private _onLoad;
  115736. private _onError;
  115737. /**
  115738. * The texture URL.
  115739. */
  115740. url: string;
  115741. /**
  115742. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  115743. */
  115744. coordinatesMode: number;
  115745. protected _isBlocking: boolean;
  115746. /**
  115747. * Sets wether or not the texture is blocking during loading.
  115748. */
  115749. /**
  115750. * Gets wether or not the texture is blocking during loading.
  115751. */
  115752. isBlocking: boolean;
  115753. protected _rotationY: number;
  115754. /**
  115755. * Sets texture matrix rotation angle around Y axis in radians.
  115756. */
  115757. /**
  115758. * Gets texture matrix rotation angle around Y axis radians.
  115759. */
  115760. rotationY: number;
  115761. /**
  115762. * Gets or sets the center of the bounding box associated with the cube texture
  115763. * It must define where the camera used to render the texture was set
  115764. */
  115765. boundingBoxPosition: Vector3;
  115766. private _boundingBoxSize;
  115767. /**
  115768. * Gets or sets the size of the bounding box associated with the cube texture
  115769. * When defined, the cubemap will switch to local mode
  115770. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  115771. * @example https://www.babylonjs-playground.com/#RNASML
  115772. */
  115773. boundingBoxSize: Vector3;
  115774. /**
  115775. * Instantiates an HDRTexture from the following parameters.
  115776. *
  115777. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  115778. * @param scene The scene the texture will be used in
  115779. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  115780. * @param noMipmap Forces to not generate the mipmap if true
  115781. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  115782. * @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)
  115783. * @param reserved Reserved flag for internal use.
  115784. */
  115785. 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>);
  115786. /**
  115787. * Get the current class name of the texture useful for serialization or dynamic coding.
  115788. * @returns "HDRCubeTexture"
  115789. */
  115790. getClassName(): string;
  115791. /**
  115792. * Occurs when the file is raw .hdr file.
  115793. */
  115794. private loadTexture;
  115795. clone(): HDRCubeTexture;
  115796. delayLoad(): void;
  115797. /**
  115798. * Get the texture reflection matrix used to rotate/transform the reflection.
  115799. * @returns the reflection matrix
  115800. */
  115801. getReflectionTextureMatrix(): Matrix;
  115802. /**
  115803. * Set the texture reflection matrix used to rotate/transform the reflection.
  115804. * @param value Define the reflection matrix to set
  115805. */
  115806. setReflectionTextureMatrix(value: Matrix): void;
  115807. /**
  115808. * Parses a JSON representation of an HDR Texture in order to create the texture
  115809. * @param parsedTexture Define the JSON representation
  115810. * @param scene Define the scene the texture should be created in
  115811. * @param rootUrl Define the root url in case we need to load relative dependencies
  115812. * @returns the newly created texture after parsing
  115813. */
  115814. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  115815. serialize(): any;
  115816. }
  115817. }
  115818. declare module BABYLON {
  115819. /**
  115820. * Class used to control physics engine
  115821. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  115822. */
  115823. export class PhysicsEngine implements IPhysicsEngine {
  115824. private _physicsPlugin;
  115825. /**
  115826. * Global value used to control the smallest number supported by the simulation
  115827. */
  115828. static Epsilon: number;
  115829. private _impostors;
  115830. private _joints;
  115831. /**
  115832. * Gets the gravity vector used by the simulation
  115833. */
  115834. gravity: Vector3;
  115835. /**
  115836. * Factory used to create the default physics plugin.
  115837. * @returns The default physics plugin
  115838. */
  115839. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  115840. /**
  115841. * Creates a new Physics Engine
  115842. * @param gravity defines the gravity vector used by the simulation
  115843. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  115844. */
  115845. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  115846. /**
  115847. * Sets the gravity vector used by the simulation
  115848. * @param gravity defines the gravity vector to use
  115849. */
  115850. setGravity(gravity: Vector3): void;
  115851. /**
  115852. * Set the time step of the physics engine.
  115853. * Default is 1/60.
  115854. * To slow it down, enter 1/600 for example.
  115855. * To speed it up, 1/30
  115856. * @param newTimeStep defines the new timestep to apply to this world.
  115857. */
  115858. setTimeStep(newTimeStep?: number): void;
  115859. /**
  115860. * Get the time step of the physics engine.
  115861. * @returns the current time step
  115862. */
  115863. getTimeStep(): number;
  115864. /**
  115865. * Release all resources
  115866. */
  115867. dispose(): void;
  115868. /**
  115869. * Gets the name of the current physics plugin
  115870. * @returns the name of the plugin
  115871. */
  115872. getPhysicsPluginName(): string;
  115873. /**
  115874. * Adding a new impostor for the impostor tracking.
  115875. * This will be done by the impostor itself.
  115876. * @param impostor the impostor to add
  115877. */
  115878. addImpostor(impostor: PhysicsImpostor): void;
  115879. /**
  115880. * Remove an impostor from the engine.
  115881. * This impostor and its mesh will not longer be updated by the physics engine.
  115882. * @param impostor the impostor to remove
  115883. */
  115884. removeImpostor(impostor: PhysicsImpostor): void;
  115885. /**
  115886. * Add a joint to the physics engine
  115887. * @param mainImpostor defines the main impostor to which the joint is added.
  115888. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  115889. * @param joint defines the joint that will connect both impostors.
  115890. */
  115891. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  115892. /**
  115893. * Removes a joint from the simulation
  115894. * @param mainImpostor defines the impostor used with the joint
  115895. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  115896. * @param joint defines the joint to remove
  115897. */
  115898. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  115899. /**
  115900. * Called by the scene. No need to call it.
  115901. * @param delta defines the timespam between frames
  115902. */
  115903. _step(delta: number): void;
  115904. /**
  115905. * Gets the current plugin used to run the simulation
  115906. * @returns current plugin
  115907. */
  115908. getPhysicsPlugin(): IPhysicsEnginePlugin;
  115909. /**
  115910. * Gets the list of physic impostors
  115911. * @returns an array of PhysicsImpostor
  115912. */
  115913. getImpostors(): Array<PhysicsImpostor>;
  115914. /**
  115915. * Gets the impostor for a physics enabled object
  115916. * @param object defines the object impersonated by the impostor
  115917. * @returns the PhysicsImpostor or null if not found
  115918. */
  115919. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  115920. /**
  115921. * Gets the impostor for a physics body object
  115922. * @param body defines physics body used by the impostor
  115923. * @returns the PhysicsImpostor or null if not found
  115924. */
  115925. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  115926. /**
  115927. * Does a raycast in the physics world
  115928. * @param from when should the ray start?
  115929. * @param to when should the ray end?
  115930. * @returns PhysicsRaycastResult
  115931. */
  115932. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  115933. }
  115934. }
  115935. declare module BABYLON {
  115936. /** @hidden */
  115937. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  115938. private _useDeltaForWorldStep;
  115939. world: any;
  115940. name: string;
  115941. private _physicsMaterials;
  115942. private _fixedTimeStep;
  115943. private _cannonRaycastResult;
  115944. private _raycastResult;
  115945. private _physicsBodysToRemoveAfterStep;
  115946. BJSCANNON: any;
  115947. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  115948. setGravity(gravity: Vector3): void;
  115949. setTimeStep(timeStep: number): void;
  115950. getTimeStep(): number;
  115951. executeStep(delta: number): void;
  115952. private _removeMarkedPhysicsBodiesFromWorld;
  115953. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115954. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115955. generatePhysicsBody(impostor: PhysicsImpostor): void;
  115956. private _processChildMeshes;
  115957. removePhysicsBody(impostor: PhysicsImpostor): void;
  115958. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  115959. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  115960. private _addMaterial;
  115961. private _checkWithEpsilon;
  115962. private _createShape;
  115963. private _createHeightmap;
  115964. private _minus90X;
  115965. private _plus90X;
  115966. private _tmpPosition;
  115967. private _tmpDeltaPosition;
  115968. private _tmpUnityRotation;
  115969. private _updatePhysicsBodyTransformation;
  115970. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  115971. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  115972. isSupported(): boolean;
  115973. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115974. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115975. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115976. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115977. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  115978. getBodyMass(impostor: PhysicsImpostor): number;
  115979. getBodyFriction(impostor: PhysicsImpostor): number;
  115980. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  115981. getBodyRestitution(impostor: PhysicsImpostor): number;
  115982. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  115983. sleepBody(impostor: PhysicsImpostor): void;
  115984. wakeUpBody(impostor: PhysicsImpostor): void;
  115985. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  115986. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  115987. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  115988. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  115989. getRadius(impostor: PhysicsImpostor): number;
  115990. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  115991. dispose(): void;
  115992. private _extendNamespace;
  115993. /**
  115994. * Does a raycast in the physics world
  115995. * @param from when should the ray start?
  115996. * @param to when should the ray end?
  115997. * @returns PhysicsRaycastResult
  115998. */
  115999. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116000. }
  116001. }
  116002. declare module BABYLON {
  116003. /** @hidden */
  116004. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  116005. world: any;
  116006. name: string;
  116007. BJSOIMO: any;
  116008. private _raycastResult;
  116009. constructor(iterations?: number, oimoInjection?: any);
  116010. setGravity(gravity: Vector3): void;
  116011. setTimeStep(timeStep: number): void;
  116012. getTimeStep(): number;
  116013. private _tmpImpostorsArray;
  116014. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  116015. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116016. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116017. generatePhysicsBody(impostor: PhysicsImpostor): void;
  116018. private _tmpPositionVector;
  116019. removePhysicsBody(impostor: PhysicsImpostor): void;
  116020. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  116021. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  116022. isSupported(): boolean;
  116023. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  116024. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  116025. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116026. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116027. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116028. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116029. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  116030. getBodyMass(impostor: PhysicsImpostor): number;
  116031. getBodyFriction(impostor: PhysicsImpostor): number;
  116032. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  116033. getBodyRestitution(impostor: PhysicsImpostor): number;
  116034. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  116035. sleepBody(impostor: PhysicsImpostor): void;
  116036. wakeUpBody(impostor: PhysicsImpostor): void;
  116037. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  116038. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  116039. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  116040. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  116041. getRadius(impostor: PhysicsImpostor): number;
  116042. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  116043. dispose(): void;
  116044. /**
  116045. * Does a raycast in the physics world
  116046. * @param from when should the ray start?
  116047. * @param to when should the ray end?
  116048. * @returns PhysicsRaycastResult
  116049. */
  116050. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116051. }
  116052. }
  116053. declare module BABYLON {
  116054. /**
  116055. * Class containing static functions to help procedurally build meshes
  116056. */
  116057. export class RibbonBuilder {
  116058. /**
  116059. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  116060. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  116061. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  116062. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  116063. * * 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
  116064. * * 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
  116065. * * 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
  116066. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116067. * * 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
  116068. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  116069. * * 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
  116070. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  116071. * * 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
  116072. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  116073. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116074. * @param name defines the name of the mesh
  116075. * @param options defines the options used to create the mesh
  116076. * @param scene defines the hosting scene
  116077. * @returns the ribbon mesh
  116078. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  116079. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116080. */
  116081. static CreateRibbon(name: string, options: {
  116082. pathArray: Vector3[][];
  116083. closeArray?: boolean;
  116084. closePath?: boolean;
  116085. offset?: number;
  116086. updatable?: boolean;
  116087. sideOrientation?: number;
  116088. frontUVs?: Vector4;
  116089. backUVs?: Vector4;
  116090. instance?: Mesh;
  116091. invertUV?: boolean;
  116092. uvs?: Vector2[];
  116093. colors?: Color4[];
  116094. }, scene?: Nullable<Scene>): Mesh;
  116095. }
  116096. }
  116097. declare module BABYLON {
  116098. /**
  116099. * Class containing static functions to help procedurally build meshes
  116100. */
  116101. export class ShapeBuilder {
  116102. /**
  116103. * 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.
  116104. * * 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.
  116105. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  116106. * * 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.
  116107. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  116108. * * 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
  116109. * * 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
  116110. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  116111. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116112. * * 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
  116113. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  116114. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  116115. * @param name defines the name of the mesh
  116116. * @param options defines the options used to create the mesh
  116117. * @param scene defines the hosting scene
  116118. * @returns the extruded shape mesh
  116119. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116120. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  116121. */
  116122. static ExtrudeShape(name: string, options: {
  116123. shape: Vector3[];
  116124. path: Vector3[];
  116125. scale?: number;
  116126. rotation?: number;
  116127. cap?: number;
  116128. updatable?: boolean;
  116129. sideOrientation?: number;
  116130. frontUVs?: Vector4;
  116131. backUVs?: Vector4;
  116132. instance?: Mesh;
  116133. invertUV?: boolean;
  116134. }, scene?: Nullable<Scene>): Mesh;
  116135. /**
  116136. * Creates an custom extruded shape mesh.
  116137. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  116138. * * 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.
  116139. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  116140. * * 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
  116141. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  116142. * * 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
  116143. * * It must returns a float value that will be the scale value applied to the shape on each path point
  116144. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  116145. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  116146. * * 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
  116147. * * 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
  116148. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  116149. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116150. * * 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
  116151. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  116152. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116153. * @param name defines the name of the mesh
  116154. * @param options defines the options used to create the mesh
  116155. * @param scene defines the hosting scene
  116156. * @returns the custom extruded shape mesh
  116157. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  116158. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116159. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  116160. */
  116161. static ExtrudeShapeCustom(name: string, options: {
  116162. shape: Vector3[];
  116163. path: Vector3[];
  116164. scaleFunction?: any;
  116165. rotationFunction?: any;
  116166. ribbonCloseArray?: boolean;
  116167. ribbonClosePath?: boolean;
  116168. cap?: number;
  116169. updatable?: boolean;
  116170. sideOrientation?: number;
  116171. frontUVs?: Vector4;
  116172. backUVs?: Vector4;
  116173. instance?: Mesh;
  116174. invertUV?: boolean;
  116175. }, scene?: Nullable<Scene>): Mesh;
  116176. private static _ExtrudeShapeGeneric;
  116177. }
  116178. }
  116179. declare module BABYLON {
  116180. /**
  116181. * AmmoJS Physics plugin
  116182. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  116183. * @see https://github.com/kripken/ammo.js/
  116184. */
  116185. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  116186. private _useDeltaForWorldStep;
  116187. /**
  116188. * Reference to the Ammo library
  116189. */
  116190. bjsAMMO: any;
  116191. /**
  116192. * Created ammoJS world which physics bodies are added to
  116193. */
  116194. world: any;
  116195. /**
  116196. * Name of the plugin
  116197. */
  116198. name: string;
  116199. private _timeStep;
  116200. private _fixedTimeStep;
  116201. private _maxSteps;
  116202. private _tmpQuaternion;
  116203. private _tmpAmmoTransform;
  116204. private _tmpAmmoQuaternion;
  116205. private _tmpAmmoConcreteContactResultCallback;
  116206. private _collisionConfiguration;
  116207. private _dispatcher;
  116208. private _overlappingPairCache;
  116209. private _solver;
  116210. private _softBodySolver;
  116211. private _tmpAmmoVectorA;
  116212. private _tmpAmmoVectorB;
  116213. private _tmpAmmoVectorC;
  116214. private _tmpAmmoVectorD;
  116215. private _tmpContactCallbackResult;
  116216. private _tmpAmmoVectorRCA;
  116217. private _tmpAmmoVectorRCB;
  116218. private _raycastResult;
  116219. private static readonly DISABLE_COLLISION_FLAG;
  116220. private static readonly KINEMATIC_FLAG;
  116221. private static readonly DISABLE_DEACTIVATION_FLAG;
  116222. /**
  116223. * Initializes the ammoJS plugin
  116224. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  116225. * @param ammoInjection can be used to inject your own ammo reference
  116226. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  116227. */
  116228. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  116229. /**
  116230. * Sets the gravity of the physics world (m/(s^2))
  116231. * @param gravity Gravity to set
  116232. */
  116233. setGravity(gravity: Vector3): void;
  116234. /**
  116235. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  116236. * @param timeStep timestep to use in seconds
  116237. */
  116238. setTimeStep(timeStep: number): void;
  116239. /**
  116240. * 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)
  116241. * @param fixedTimeStep fixedTimeStep to use in seconds
  116242. */
  116243. setFixedTimeStep(fixedTimeStep: number): void;
  116244. /**
  116245. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  116246. * @param maxSteps the maximum number of steps by the physics engine per frame
  116247. */
  116248. setMaxSteps(maxSteps: number): void;
  116249. /**
  116250. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  116251. * @returns the current timestep in seconds
  116252. */
  116253. getTimeStep(): number;
  116254. private _isImpostorInContact;
  116255. private _isImpostorPairInContact;
  116256. private _stepSimulation;
  116257. /**
  116258. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  116259. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  116260. * After the step the babylon meshes are set to the position of the physics imposters
  116261. * @param delta amount of time to step forward
  116262. * @param impostors array of imposters to update before/after the step
  116263. */
  116264. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  116265. /**
  116266. * Update babylon mesh to match physics world object
  116267. * @param impostor imposter to match
  116268. */
  116269. private _afterSoftStep;
  116270. /**
  116271. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  116272. * @param impostor imposter to match
  116273. */
  116274. private _ropeStep;
  116275. /**
  116276. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  116277. * @param impostor imposter to match
  116278. */
  116279. private _softbodyOrClothStep;
  116280. private _tmpVector;
  116281. private _tmpMatrix;
  116282. /**
  116283. * Applies an impulse on the imposter
  116284. * @param impostor imposter to apply impulse to
  116285. * @param force amount of force to be applied to the imposter
  116286. * @param contactPoint the location to apply the impulse on the imposter
  116287. */
  116288. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116289. /**
  116290. * Applies a force on the imposter
  116291. * @param impostor imposter to apply force
  116292. * @param force amount of force to be applied to the imposter
  116293. * @param contactPoint the location to apply the force on the imposter
  116294. */
  116295. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116296. /**
  116297. * Creates a physics body using the plugin
  116298. * @param impostor the imposter to create the physics body on
  116299. */
  116300. generatePhysicsBody(impostor: PhysicsImpostor): void;
  116301. /**
  116302. * Removes the physics body from the imposter and disposes of the body's memory
  116303. * @param impostor imposter to remove the physics body from
  116304. */
  116305. removePhysicsBody(impostor: PhysicsImpostor): void;
  116306. /**
  116307. * Generates a joint
  116308. * @param impostorJoint the imposter joint to create the joint with
  116309. */
  116310. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  116311. /**
  116312. * Removes a joint
  116313. * @param impostorJoint the imposter joint to remove the joint from
  116314. */
  116315. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  116316. private _addMeshVerts;
  116317. /**
  116318. * Initialise the soft body vertices to match its object's (mesh) vertices
  116319. * Softbody vertices (nodes) are in world space and to match this
  116320. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  116321. * @param impostor to create the softbody for
  116322. */
  116323. private _softVertexData;
  116324. /**
  116325. * Create an impostor's soft body
  116326. * @param impostor to create the softbody for
  116327. */
  116328. private _createSoftbody;
  116329. /**
  116330. * Create cloth for an impostor
  116331. * @param impostor to create the softbody for
  116332. */
  116333. private _createCloth;
  116334. /**
  116335. * Create rope for an impostor
  116336. * @param impostor to create the softbody for
  116337. */
  116338. private _createRope;
  116339. private _addHullVerts;
  116340. private _createShape;
  116341. /**
  116342. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  116343. * @param impostor imposter containing the physics body and babylon object
  116344. */
  116345. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  116346. /**
  116347. * Sets the babylon object's position/rotation from the physics body's position/rotation
  116348. * @param impostor imposter containing the physics body and babylon object
  116349. * @param newPosition new position
  116350. * @param newRotation new rotation
  116351. */
  116352. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  116353. /**
  116354. * If this plugin is supported
  116355. * @returns true if its supported
  116356. */
  116357. isSupported(): boolean;
  116358. /**
  116359. * Sets the linear velocity of the physics body
  116360. * @param impostor imposter to set the velocity on
  116361. * @param velocity velocity to set
  116362. */
  116363. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116364. /**
  116365. * Sets the angular velocity of the physics body
  116366. * @param impostor imposter to set the velocity on
  116367. * @param velocity velocity to set
  116368. */
  116369. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116370. /**
  116371. * gets the linear velocity
  116372. * @param impostor imposter to get linear velocity from
  116373. * @returns linear velocity
  116374. */
  116375. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116376. /**
  116377. * gets the angular velocity
  116378. * @param impostor imposter to get angular velocity from
  116379. * @returns angular velocity
  116380. */
  116381. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116382. /**
  116383. * Sets the mass of physics body
  116384. * @param impostor imposter to set the mass on
  116385. * @param mass mass to set
  116386. */
  116387. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  116388. /**
  116389. * Gets the mass of the physics body
  116390. * @param impostor imposter to get the mass from
  116391. * @returns mass
  116392. */
  116393. getBodyMass(impostor: PhysicsImpostor): number;
  116394. /**
  116395. * Gets friction of the impostor
  116396. * @param impostor impostor to get friction from
  116397. * @returns friction value
  116398. */
  116399. getBodyFriction(impostor: PhysicsImpostor): number;
  116400. /**
  116401. * Sets friction of the impostor
  116402. * @param impostor impostor to set friction on
  116403. * @param friction friction value
  116404. */
  116405. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  116406. /**
  116407. * Gets restitution of the impostor
  116408. * @param impostor impostor to get restitution from
  116409. * @returns restitution value
  116410. */
  116411. getBodyRestitution(impostor: PhysicsImpostor): number;
  116412. /**
  116413. * Sets resitution of the impostor
  116414. * @param impostor impostor to set resitution on
  116415. * @param restitution resitution value
  116416. */
  116417. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  116418. /**
  116419. * Gets pressure inside the impostor
  116420. * @param impostor impostor to get pressure from
  116421. * @returns pressure value
  116422. */
  116423. getBodyPressure(impostor: PhysicsImpostor): number;
  116424. /**
  116425. * Sets pressure inside a soft body impostor
  116426. * Cloth and rope must remain 0 pressure
  116427. * @param impostor impostor to set pressure on
  116428. * @param pressure pressure value
  116429. */
  116430. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  116431. /**
  116432. * Gets stiffness of the impostor
  116433. * @param impostor impostor to get stiffness from
  116434. * @returns pressure value
  116435. */
  116436. getBodyStiffness(impostor: PhysicsImpostor): number;
  116437. /**
  116438. * Sets stiffness of the impostor
  116439. * @param impostor impostor to set stiffness on
  116440. * @param stiffness stiffness value from 0 to 1
  116441. */
  116442. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  116443. /**
  116444. * Gets velocityIterations of the impostor
  116445. * @param impostor impostor to get velocity iterations from
  116446. * @returns velocityIterations value
  116447. */
  116448. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  116449. /**
  116450. * Sets velocityIterations of the impostor
  116451. * @param impostor impostor to set velocity iterations on
  116452. * @param velocityIterations velocityIterations value
  116453. */
  116454. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  116455. /**
  116456. * Gets positionIterations of the impostor
  116457. * @param impostor impostor to get position iterations from
  116458. * @returns positionIterations value
  116459. */
  116460. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  116461. /**
  116462. * Sets positionIterations of the impostor
  116463. * @param impostor impostor to set position on
  116464. * @param positionIterations positionIterations value
  116465. */
  116466. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  116467. /**
  116468. * Append an anchor to a cloth object
  116469. * @param impostor is the cloth impostor to add anchor to
  116470. * @param otherImpostor is the rigid impostor to anchor to
  116471. * @param width ratio across width from 0 to 1
  116472. * @param height ratio up height from 0 to 1
  116473. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  116474. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  116475. */
  116476. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  116477. /**
  116478. * Append an hook to a rope object
  116479. * @param impostor is the rope impostor to add hook to
  116480. * @param otherImpostor is the rigid impostor to hook to
  116481. * @param length ratio along the rope from 0 to 1
  116482. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  116483. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  116484. */
  116485. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  116486. /**
  116487. * Sleeps the physics body and stops it from being active
  116488. * @param impostor impostor to sleep
  116489. */
  116490. sleepBody(impostor: PhysicsImpostor): void;
  116491. /**
  116492. * Activates the physics body
  116493. * @param impostor impostor to activate
  116494. */
  116495. wakeUpBody(impostor: PhysicsImpostor): void;
  116496. /**
  116497. * Updates the distance parameters of the joint
  116498. * @param joint joint to update
  116499. * @param maxDistance maximum distance of the joint
  116500. * @param minDistance minimum distance of the joint
  116501. */
  116502. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  116503. /**
  116504. * Sets a motor on the joint
  116505. * @param joint joint to set motor on
  116506. * @param speed speed of the motor
  116507. * @param maxForce maximum force of the motor
  116508. * @param motorIndex index of the motor
  116509. */
  116510. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  116511. /**
  116512. * Sets the motors limit
  116513. * @param joint joint to set limit on
  116514. * @param upperLimit upper limit
  116515. * @param lowerLimit lower limit
  116516. */
  116517. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  116518. /**
  116519. * Syncs the position and rotation of a mesh with the impostor
  116520. * @param mesh mesh to sync
  116521. * @param impostor impostor to update the mesh with
  116522. */
  116523. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  116524. /**
  116525. * Gets the radius of the impostor
  116526. * @param impostor impostor to get radius from
  116527. * @returns the radius
  116528. */
  116529. getRadius(impostor: PhysicsImpostor): number;
  116530. /**
  116531. * Gets the box size of the impostor
  116532. * @param impostor impostor to get box size from
  116533. * @param result the resulting box size
  116534. */
  116535. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  116536. /**
  116537. * Disposes of the impostor
  116538. */
  116539. dispose(): void;
  116540. /**
  116541. * Does a raycast in the physics world
  116542. * @param from when should the ray start?
  116543. * @param to when should the ray end?
  116544. * @returns PhysicsRaycastResult
  116545. */
  116546. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116547. }
  116548. }
  116549. declare module BABYLON {
  116550. interface AbstractScene {
  116551. /**
  116552. * The list of reflection probes added to the scene
  116553. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  116554. */
  116555. reflectionProbes: Array<ReflectionProbe>;
  116556. /**
  116557. * Removes the given reflection probe from this scene.
  116558. * @param toRemove The reflection probe to remove
  116559. * @returns The index of the removed reflection probe
  116560. */
  116561. removeReflectionProbe(toRemove: ReflectionProbe): number;
  116562. /**
  116563. * Adds the given reflection probe to this scene.
  116564. * @param newReflectionProbe The reflection probe to add
  116565. */
  116566. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  116567. }
  116568. /**
  116569. * Class used to generate realtime reflection / refraction cube textures
  116570. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  116571. */
  116572. export class ReflectionProbe {
  116573. /** defines the name of the probe */
  116574. name: string;
  116575. private _scene;
  116576. private _renderTargetTexture;
  116577. private _projectionMatrix;
  116578. private _viewMatrix;
  116579. private _target;
  116580. private _add;
  116581. private _attachedMesh;
  116582. private _invertYAxis;
  116583. /** Gets or sets probe position (center of the cube map) */
  116584. position: Vector3;
  116585. /**
  116586. * Creates a new reflection probe
  116587. * @param name defines the name of the probe
  116588. * @param size defines the texture resolution (for each face)
  116589. * @param scene defines the hosting scene
  116590. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  116591. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  116592. */
  116593. constructor(
  116594. /** defines the name of the probe */
  116595. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  116596. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  116597. samples: number;
  116598. /** Gets or sets the refresh rate to use (on every frame by default) */
  116599. refreshRate: number;
  116600. /**
  116601. * Gets the hosting scene
  116602. * @returns a Scene
  116603. */
  116604. getScene(): Scene;
  116605. /** Gets the internal CubeTexture used to render to */
  116606. readonly cubeTexture: RenderTargetTexture;
  116607. /** Gets the list of meshes to render */
  116608. readonly renderList: Nullable<AbstractMesh[]>;
  116609. /**
  116610. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  116611. * @param mesh defines the mesh to attach to
  116612. */
  116613. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  116614. /**
  116615. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  116616. * @param renderingGroupId The rendering group id corresponding to its index
  116617. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  116618. */
  116619. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  116620. /**
  116621. * Clean all associated resources
  116622. */
  116623. dispose(): void;
  116624. /**
  116625. * Converts the reflection probe information to a readable string for debug purpose.
  116626. * @param fullDetails Supports for multiple levels of logging within scene loading
  116627. * @returns the human readable reflection probe info
  116628. */
  116629. toString(fullDetails?: boolean): string;
  116630. /**
  116631. * Get the class name of the relfection probe.
  116632. * @returns "ReflectionProbe"
  116633. */
  116634. getClassName(): string;
  116635. /**
  116636. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  116637. * @returns The JSON representation of the texture
  116638. */
  116639. serialize(): any;
  116640. /**
  116641. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  116642. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  116643. * @param scene Define the scene the parsed reflection probe should be instantiated in
  116644. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  116645. * @returns The parsed reflection probe if successful
  116646. */
  116647. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  116648. }
  116649. }
  116650. declare module BABYLON {
  116651. /** @hidden */
  116652. export var _BabylonLoaderRegistered: boolean;
  116653. }
  116654. declare module BABYLON {
  116655. /**
  116656. * The Physically based simple base material of BJS.
  116657. *
  116658. * This enables better naming and convention enforcements on top of the pbrMaterial.
  116659. * It is used as the base class for both the specGloss and metalRough conventions.
  116660. */
  116661. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  116662. /**
  116663. * Number of Simultaneous lights allowed on the material.
  116664. */
  116665. maxSimultaneousLights: number;
  116666. /**
  116667. * If sets to true, disables all the lights affecting the material.
  116668. */
  116669. disableLighting: boolean;
  116670. /**
  116671. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  116672. */
  116673. environmentTexture: BaseTexture;
  116674. /**
  116675. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  116676. */
  116677. invertNormalMapX: boolean;
  116678. /**
  116679. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  116680. */
  116681. invertNormalMapY: boolean;
  116682. /**
  116683. * Normal map used in the model.
  116684. */
  116685. normalTexture: BaseTexture;
  116686. /**
  116687. * Emissivie color used to self-illuminate the model.
  116688. */
  116689. emissiveColor: Color3;
  116690. /**
  116691. * Emissivie texture used to self-illuminate the model.
  116692. */
  116693. emissiveTexture: BaseTexture;
  116694. /**
  116695. * Occlusion Channel Strenght.
  116696. */
  116697. occlusionStrength: number;
  116698. /**
  116699. * Occlusion Texture of the material (adding extra occlusion effects).
  116700. */
  116701. occlusionTexture: BaseTexture;
  116702. /**
  116703. * Defines the alpha limits in alpha test mode.
  116704. */
  116705. alphaCutOff: number;
  116706. /**
  116707. * Gets the current double sided mode.
  116708. */
  116709. /**
  116710. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116711. */
  116712. doubleSided: boolean;
  116713. /**
  116714. * Stores the pre-calculated light information of a mesh in a texture.
  116715. */
  116716. lightmapTexture: BaseTexture;
  116717. /**
  116718. * If true, the light map contains occlusion information instead of lighting info.
  116719. */
  116720. useLightmapAsShadowmap: boolean;
  116721. /**
  116722. * Instantiates a new PBRMaterial instance.
  116723. *
  116724. * @param name The material name
  116725. * @param scene The scene the material will be use in.
  116726. */
  116727. constructor(name: string, scene: Scene);
  116728. getClassName(): string;
  116729. }
  116730. }
  116731. declare module BABYLON {
  116732. /**
  116733. * The PBR material of BJS following the metal roughness convention.
  116734. *
  116735. * This fits to the PBR convention in the GLTF definition:
  116736. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  116737. */
  116738. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  116739. /**
  116740. * The base color has two different interpretations depending on the value of metalness.
  116741. * When the material is a metal, the base color is the specific measured reflectance value
  116742. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  116743. * of the material.
  116744. */
  116745. baseColor: Color3;
  116746. /**
  116747. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  116748. * well as opacity information in the alpha channel.
  116749. */
  116750. baseTexture: BaseTexture;
  116751. /**
  116752. * Specifies the metallic scalar value of the material.
  116753. * Can also be used to scale the metalness values of the metallic texture.
  116754. */
  116755. metallic: number;
  116756. /**
  116757. * Specifies the roughness scalar value of the material.
  116758. * Can also be used to scale the roughness values of the metallic texture.
  116759. */
  116760. roughness: number;
  116761. /**
  116762. * Texture containing both the metallic value in the B channel and the
  116763. * roughness value in the G channel to keep better precision.
  116764. */
  116765. metallicRoughnessTexture: BaseTexture;
  116766. /**
  116767. * Instantiates a new PBRMetalRoughnessMaterial instance.
  116768. *
  116769. * @param name The material name
  116770. * @param scene The scene the material will be use in.
  116771. */
  116772. constructor(name: string, scene: Scene);
  116773. /**
  116774. * Return the currrent class name of the material.
  116775. */
  116776. getClassName(): string;
  116777. /**
  116778. * Makes a duplicate of the current material.
  116779. * @param name - name to use for the new material.
  116780. */
  116781. clone(name: string): PBRMetallicRoughnessMaterial;
  116782. /**
  116783. * Serialize the material to a parsable JSON object.
  116784. */
  116785. serialize(): any;
  116786. /**
  116787. * Parses a JSON object correponding to the serialize function.
  116788. */
  116789. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  116790. }
  116791. }
  116792. declare module BABYLON {
  116793. /**
  116794. * The PBR material of BJS following the specular glossiness convention.
  116795. *
  116796. * This fits to the PBR convention in the GLTF definition:
  116797. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  116798. */
  116799. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  116800. /**
  116801. * Specifies the diffuse color of the material.
  116802. */
  116803. diffuseColor: Color3;
  116804. /**
  116805. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  116806. * channel.
  116807. */
  116808. diffuseTexture: BaseTexture;
  116809. /**
  116810. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  116811. */
  116812. specularColor: Color3;
  116813. /**
  116814. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  116815. */
  116816. glossiness: number;
  116817. /**
  116818. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  116819. */
  116820. specularGlossinessTexture: BaseTexture;
  116821. /**
  116822. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  116823. *
  116824. * @param name The material name
  116825. * @param scene The scene the material will be use in.
  116826. */
  116827. constructor(name: string, scene: Scene);
  116828. /**
  116829. * Return the currrent class name of the material.
  116830. */
  116831. getClassName(): string;
  116832. /**
  116833. * Makes a duplicate of the current material.
  116834. * @param name - name to use for the new material.
  116835. */
  116836. clone(name: string): PBRSpecularGlossinessMaterial;
  116837. /**
  116838. * Serialize the material to a parsable JSON object.
  116839. */
  116840. serialize(): any;
  116841. /**
  116842. * Parses a JSON object correponding to the serialize function.
  116843. */
  116844. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  116845. }
  116846. }
  116847. declare module BABYLON {
  116848. /**
  116849. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  116850. * It can help converting any input color in a desired output one. This can then be used to create effects
  116851. * from sepia, black and white to sixties or futuristic rendering...
  116852. *
  116853. * The only supported format is currently 3dl.
  116854. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  116855. */
  116856. export class ColorGradingTexture extends BaseTexture {
  116857. /**
  116858. * The current texture matrix. (will always be identity in color grading texture)
  116859. */
  116860. private _textureMatrix;
  116861. /**
  116862. * The texture URL.
  116863. */
  116864. url: string;
  116865. /**
  116866. * Empty line regex stored for GC.
  116867. */
  116868. private static _noneEmptyLineRegex;
  116869. private _engine;
  116870. /**
  116871. * Instantiates a ColorGradingTexture from the following parameters.
  116872. *
  116873. * @param url The location of the color gradind data (currently only supporting 3dl)
  116874. * @param scene The scene the texture will be used in
  116875. */
  116876. constructor(url: string, scene: Scene);
  116877. /**
  116878. * Returns the texture matrix used in most of the material.
  116879. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  116880. */
  116881. getTextureMatrix(): Matrix;
  116882. /**
  116883. * Occurs when the file being loaded is a .3dl LUT file.
  116884. */
  116885. private load3dlTexture;
  116886. /**
  116887. * Starts the loading process of the texture.
  116888. */
  116889. private loadTexture;
  116890. /**
  116891. * Clones the color gradind texture.
  116892. */
  116893. clone(): ColorGradingTexture;
  116894. /**
  116895. * Called during delayed load for textures.
  116896. */
  116897. delayLoad(): void;
  116898. /**
  116899. * Parses a color grading texture serialized by Babylon.
  116900. * @param parsedTexture The texture information being parsedTexture
  116901. * @param scene The scene to load the texture in
  116902. * @param rootUrl The root url of the data assets to load
  116903. * @return A color gradind texture
  116904. */
  116905. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  116906. /**
  116907. * Serializes the LUT texture to json format.
  116908. */
  116909. serialize(): any;
  116910. }
  116911. }
  116912. declare module BABYLON {
  116913. /**
  116914. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  116915. */
  116916. export class EquiRectangularCubeTexture extends BaseTexture {
  116917. /** The six faces of the cube. */
  116918. private static _FacesMapping;
  116919. private _noMipmap;
  116920. private _onLoad;
  116921. private _onError;
  116922. /** The size of the cubemap. */
  116923. private _size;
  116924. /** The buffer of the image. */
  116925. private _buffer;
  116926. /** The width of the input image. */
  116927. private _width;
  116928. /** The height of the input image. */
  116929. private _height;
  116930. /** The URL to the image. */
  116931. url: string;
  116932. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  116933. coordinatesMode: number;
  116934. /**
  116935. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  116936. * @param url The location of the image
  116937. * @param scene The scene the texture will be used in
  116938. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  116939. * @param noMipmap Forces to not generate the mipmap if true
  116940. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  116941. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  116942. * @param onLoad — defines a callback called when texture is loaded
  116943. * @param onError — defines a callback called if there is an error
  116944. */
  116945. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  116946. /**
  116947. * Load the image data, by putting the image on a canvas and extracting its buffer.
  116948. */
  116949. private loadImage;
  116950. /**
  116951. * Convert the image buffer into a cubemap and create a CubeTexture.
  116952. */
  116953. private loadTexture;
  116954. /**
  116955. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  116956. * @param buffer The ArrayBuffer that should be converted.
  116957. * @returns The buffer as Float32Array.
  116958. */
  116959. private getFloat32ArrayFromArrayBuffer;
  116960. /**
  116961. * Get the current class name of the texture useful for serialization or dynamic coding.
  116962. * @returns "EquiRectangularCubeTexture"
  116963. */
  116964. getClassName(): string;
  116965. /**
  116966. * Create a clone of the current EquiRectangularCubeTexture and return it.
  116967. * @returns A clone of the current EquiRectangularCubeTexture.
  116968. */
  116969. clone(): EquiRectangularCubeTexture;
  116970. }
  116971. }
  116972. declare module BABYLON {
  116973. /**
  116974. * Based on jsTGALoader - Javascript loader for TGA file
  116975. * By Vincent Thibault
  116976. * @see http://blog.robrowser.com/javascript-tga-loader.html
  116977. */
  116978. export class TGATools {
  116979. private static _TYPE_INDEXED;
  116980. private static _TYPE_RGB;
  116981. private static _TYPE_GREY;
  116982. private static _TYPE_RLE_INDEXED;
  116983. private static _TYPE_RLE_RGB;
  116984. private static _TYPE_RLE_GREY;
  116985. private static _ORIGIN_MASK;
  116986. private static _ORIGIN_SHIFT;
  116987. private static _ORIGIN_BL;
  116988. private static _ORIGIN_BR;
  116989. private static _ORIGIN_UL;
  116990. private static _ORIGIN_UR;
  116991. /**
  116992. * Gets the header of a TGA file
  116993. * @param data defines the TGA data
  116994. * @returns the header
  116995. */
  116996. static GetTGAHeader(data: Uint8Array): any;
  116997. /**
  116998. * Uploads TGA content to a Babylon Texture
  116999. * @hidden
  117000. */
  117001. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  117002. /** @hidden */
  117003. 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;
  117004. /** @hidden */
  117005. 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;
  117006. /** @hidden */
  117007. 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;
  117008. /** @hidden */
  117009. 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;
  117010. /** @hidden */
  117011. 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;
  117012. /** @hidden */
  117013. 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;
  117014. }
  117015. }
  117016. declare module BABYLON {
  117017. /**
  117018. * Implementation of the TGA Texture Loader.
  117019. * @hidden
  117020. */
  117021. export class _TGATextureLoader implements IInternalTextureLoader {
  117022. /**
  117023. * Defines wether the loader supports cascade loading the different faces.
  117024. */
  117025. readonly supportCascades: boolean;
  117026. /**
  117027. * This returns if the loader support the current file information.
  117028. * @param extension defines the file extension of the file being loaded
  117029. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117030. * @param fallback defines the fallback internal texture if any
  117031. * @param isBase64 defines whether the texture is encoded as a base64
  117032. * @param isBuffer defines whether the texture data are stored as a buffer
  117033. * @returns true if the loader can load the specified file
  117034. */
  117035. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117036. /**
  117037. * Transform the url before loading if required.
  117038. * @param rootUrl the url of the texture
  117039. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117040. * @returns the transformed texture
  117041. */
  117042. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117043. /**
  117044. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117045. * @param rootUrl the url of the texture
  117046. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117047. * @returns the fallback texture
  117048. */
  117049. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117050. /**
  117051. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117052. * @param data contains the texture data
  117053. * @param texture defines the BabylonJS internal texture
  117054. * @param createPolynomials will be true if polynomials have been requested
  117055. * @param onLoad defines the callback to trigger once the texture is ready
  117056. * @param onError defines the callback to trigger in case of error
  117057. */
  117058. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117059. /**
  117060. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117061. * @param data contains the texture data
  117062. * @param texture defines the BabylonJS internal texture
  117063. * @param callback defines the method to call once ready to upload
  117064. */
  117065. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117066. }
  117067. }
  117068. declare module BABYLON {
  117069. /**
  117070. * Info about the .basis files
  117071. */
  117072. class BasisFileInfo {
  117073. /**
  117074. * If the file has alpha
  117075. */
  117076. hasAlpha: boolean;
  117077. /**
  117078. * Info about each image of the basis file
  117079. */
  117080. images: Array<{
  117081. levels: Array<{
  117082. width: number;
  117083. height: number;
  117084. transcodedPixels: ArrayBufferView;
  117085. }>;
  117086. }>;
  117087. }
  117088. /**
  117089. * Result of transcoding a basis file
  117090. */
  117091. class TranscodeResult {
  117092. /**
  117093. * Info about the .basis file
  117094. */
  117095. fileInfo: BasisFileInfo;
  117096. /**
  117097. * Format to use when loading the file
  117098. */
  117099. format: number;
  117100. }
  117101. /**
  117102. * Configuration options for the Basis transcoder
  117103. */
  117104. export class BasisTranscodeConfiguration {
  117105. /**
  117106. * Supported compression formats used to determine the supported output format of the transcoder
  117107. */
  117108. supportedCompressionFormats?: {
  117109. /**
  117110. * etc1 compression format
  117111. */
  117112. etc1?: boolean;
  117113. /**
  117114. * s3tc compression format
  117115. */
  117116. s3tc?: boolean;
  117117. /**
  117118. * pvrtc compression format
  117119. */
  117120. pvrtc?: boolean;
  117121. /**
  117122. * etc2 compression format
  117123. */
  117124. etc2?: boolean;
  117125. };
  117126. /**
  117127. * If mipmap levels should be loaded for transcoded images (Default: true)
  117128. */
  117129. loadMipmapLevels?: boolean;
  117130. /**
  117131. * Index of a single image to load (Default: all images)
  117132. */
  117133. loadSingleImage?: number;
  117134. }
  117135. /**
  117136. * Used to load .Basis files
  117137. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  117138. */
  117139. export class BasisTools {
  117140. private static _IgnoreSupportedFormats;
  117141. /**
  117142. * URL to use when loading the basis transcoder
  117143. */
  117144. static JSModuleURL: string;
  117145. /**
  117146. * URL to use when loading the wasm module for the transcoder
  117147. */
  117148. static WasmModuleURL: string;
  117149. /**
  117150. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  117151. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  117152. * @returns internal format corresponding to the Basis format
  117153. */
  117154. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  117155. private static _WorkerPromise;
  117156. private static _Worker;
  117157. private static _actionId;
  117158. private static _CreateWorkerAsync;
  117159. /**
  117160. * Transcodes a loaded image file to compressed pixel data
  117161. * @param imageData image data to transcode
  117162. * @param config configuration options for the transcoding
  117163. * @returns a promise resulting in the transcoded image
  117164. */
  117165. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  117166. /**
  117167. * Loads a texture from the transcode result
  117168. * @param texture texture load to
  117169. * @param transcodeResult the result of transcoding the basis file to load from
  117170. */
  117171. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  117172. }
  117173. }
  117174. declare module BABYLON {
  117175. /**
  117176. * Loader for .basis file format
  117177. */
  117178. export class _BasisTextureLoader implements IInternalTextureLoader {
  117179. /**
  117180. * Defines whether the loader supports cascade loading the different faces.
  117181. */
  117182. readonly supportCascades: boolean;
  117183. /**
  117184. * This returns if the loader support the current file information.
  117185. * @param extension defines the file extension of the file being loaded
  117186. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117187. * @param fallback defines the fallback internal texture if any
  117188. * @param isBase64 defines whether the texture is encoded as a base64
  117189. * @param isBuffer defines whether the texture data are stored as a buffer
  117190. * @returns true if the loader can load the specified file
  117191. */
  117192. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117193. /**
  117194. * Transform the url before loading if required.
  117195. * @param rootUrl the url of the texture
  117196. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117197. * @returns the transformed texture
  117198. */
  117199. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117200. /**
  117201. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117202. * @param rootUrl the url of the texture
  117203. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117204. * @returns the fallback texture
  117205. */
  117206. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117207. /**
  117208. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  117209. * @param data contains the texture data
  117210. * @param texture defines the BabylonJS internal texture
  117211. * @param createPolynomials will be true if polynomials have been requested
  117212. * @param onLoad defines the callback to trigger once the texture is ready
  117213. * @param onError defines the callback to trigger in case of error
  117214. */
  117215. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117216. /**
  117217. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117218. * @param data contains the texture data
  117219. * @param texture defines the BabylonJS internal texture
  117220. * @param callback defines the method to call once ready to upload
  117221. */
  117222. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117223. }
  117224. }
  117225. declare module BABYLON {
  117226. /**
  117227. * 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.
  117228. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  117229. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  117230. */
  117231. export class CustomProceduralTexture extends ProceduralTexture {
  117232. private _animate;
  117233. private _time;
  117234. private _config;
  117235. private _texturePath;
  117236. /**
  117237. * Instantiates a new Custom Procedural Texture.
  117238. * 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.
  117239. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  117240. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  117241. * @param name Define the name of the texture
  117242. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  117243. * @param size Define the size of the texture to create
  117244. * @param scene Define the scene the texture belongs to
  117245. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  117246. * @param generateMipMaps Define if the texture should creates mip maps or not
  117247. */
  117248. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  117249. private _loadJson;
  117250. /**
  117251. * Is the texture ready to be used ? (rendered at least once)
  117252. * @returns true if ready, otherwise, false.
  117253. */
  117254. isReady(): boolean;
  117255. /**
  117256. * Render the texture to its associated render target.
  117257. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  117258. */
  117259. render(useCameraPostProcess?: boolean): void;
  117260. /**
  117261. * Update the list of dependant textures samplers in the shader.
  117262. */
  117263. updateTextures(): void;
  117264. /**
  117265. * Update the uniform values of the procedural texture in the shader.
  117266. */
  117267. updateShaderUniforms(): void;
  117268. /**
  117269. * Define if the texture animates or not.
  117270. */
  117271. animate: boolean;
  117272. }
  117273. }
  117274. declare module BABYLON {
  117275. /** @hidden */
  117276. export var noisePixelShader: {
  117277. name: string;
  117278. shader: string;
  117279. };
  117280. }
  117281. declare module BABYLON {
  117282. /**
  117283. * Class used to generate noise procedural textures
  117284. */
  117285. export class NoiseProceduralTexture extends ProceduralTexture {
  117286. private _time;
  117287. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  117288. brightness: number;
  117289. /** Defines the number of octaves to process */
  117290. octaves: number;
  117291. /** Defines the level of persistence (0.8 by default) */
  117292. persistence: number;
  117293. /** Gets or sets animation speed factor (default is 1) */
  117294. animationSpeedFactor: number;
  117295. /**
  117296. * Creates a new NoiseProceduralTexture
  117297. * @param name defines the name fo the texture
  117298. * @param size defines the size of the texture (default is 256)
  117299. * @param scene defines the hosting scene
  117300. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  117301. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  117302. */
  117303. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  117304. private _updateShaderUniforms;
  117305. protected _getDefines(): string;
  117306. /** Generate the current state of the procedural texture */
  117307. render(useCameraPostProcess?: boolean): void;
  117308. /**
  117309. * Serializes this noise procedural texture
  117310. * @returns a serialized noise procedural texture object
  117311. */
  117312. serialize(): any;
  117313. /**
  117314. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  117315. * @param parsedTexture defines parsed texture data
  117316. * @param scene defines the current scene
  117317. * @param rootUrl defines the root URL containing noise procedural texture information
  117318. * @returns a parsed NoiseProceduralTexture
  117319. */
  117320. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  117321. }
  117322. }
  117323. declare module BABYLON {
  117324. /**
  117325. * Raw cube texture where the raw buffers are passed in
  117326. */
  117327. export class RawCubeTexture extends CubeTexture {
  117328. /**
  117329. * Creates a cube texture where the raw buffers are passed in.
  117330. * @param scene defines the scene the texture is attached to
  117331. * @param data defines the array of data to use to create each face
  117332. * @param size defines the size of the textures
  117333. * @param format defines the format of the data
  117334. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  117335. * @param generateMipMaps defines if the engine should generate the mip levels
  117336. * @param invertY defines if data must be stored with Y axis inverted
  117337. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  117338. * @param compression defines the compression used (null by default)
  117339. */
  117340. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  117341. /**
  117342. * Updates the raw cube texture.
  117343. * @param data defines the data to store
  117344. * @param format defines the data format
  117345. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  117346. * @param invertY defines if data must be stored with Y axis inverted
  117347. * @param compression defines the compression used (null by default)
  117348. * @param level defines which level of the texture to update
  117349. */
  117350. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  117351. /**
  117352. * Updates a raw cube texture with RGBD encoded data.
  117353. * @param data defines the array of data [mipmap][face] to use to create each face
  117354. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  117355. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  117356. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  117357. * @returns a promsie that resolves when the operation is complete
  117358. */
  117359. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  117360. /**
  117361. * Clones the raw cube texture.
  117362. * @return a new cube texture
  117363. */
  117364. clone(): CubeTexture;
  117365. /** @hidden */
  117366. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  117367. }
  117368. }
  117369. declare module BABYLON {
  117370. /**
  117371. * Class used to store 3D textures containing user data
  117372. */
  117373. export class RawTexture3D extends Texture {
  117374. /** Gets or sets the texture format to use */
  117375. format: number;
  117376. private _engine;
  117377. /**
  117378. * Create a new RawTexture3D
  117379. * @param data defines the data of the texture
  117380. * @param width defines the width of the texture
  117381. * @param height defines the height of the texture
  117382. * @param depth defines the depth of the texture
  117383. * @param format defines the texture format to use
  117384. * @param scene defines the hosting scene
  117385. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  117386. * @param invertY defines if texture must be stored with Y axis inverted
  117387. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  117388. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  117389. */
  117390. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  117391. /** Gets or sets the texture format to use */
  117392. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  117393. /**
  117394. * Update the texture with new data
  117395. * @param data defines the data to store in the texture
  117396. */
  117397. update(data: ArrayBufferView): void;
  117398. }
  117399. }
  117400. declare module BABYLON {
  117401. /**
  117402. * Creates a refraction texture used by refraction channel of the standard material.
  117403. * It is like a mirror but to see through a material.
  117404. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117405. */
  117406. export class RefractionTexture extends RenderTargetTexture {
  117407. /**
  117408. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  117409. * 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.
  117410. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117411. */
  117412. refractionPlane: Plane;
  117413. /**
  117414. * Define how deep under the surface we should see.
  117415. */
  117416. depth: number;
  117417. /**
  117418. * Creates a refraction texture used by refraction channel of the standard material.
  117419. * It is like a mirror but to see through a material.
  117420. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117421. * @param name Define the texture name
  117422. * @param size Define the size of the underlying texture
  117423. * @param scene Define the scene the refraction belongs to
  117424. * @param generateMipMaps Define if we need to generate mips level for the refraction
  117425. */
  117426. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  117427. /**
  117428. * Clone the refraction texture.
  117429. * @returns the cloned texture
  117430. */
  117431. clone(): RefractionTexture;
  117432. /**
  117433. * Serialize the texture to a JSON representation you could use in Parse later on
  117434. * @returns the serialized JSON representation
  117435. */
  117436. serialize(): any;
  117437. }
  117438. }
  117439. declare module BABYLON {
  117440. /**
  117441. * Defines the options related to the creation of an HtmlElementTexture
  117442. */
  117443. export interface IHtmlElementTextureOptions {
  117444. /**
  117445. * Defines wether mip maps should be created or not.
  117446. */
  117447. generateMipMaps?: boolean;
  117448. /**
  117449. * Defines the sampling mode of the texture.
  117450. */
  117451. samplingMode?: number;
  117452. /**
  117453. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  117454. */
  117455. engine: Nullable<Engine>;
  117456. /**
  117457. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  117458. */
  117459. scene: Nullable<Scene>;
  117460. }
  117461. /**
  117462. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  117463. * To be as efficient as possible depending on your constraints nothing aside the first upload
  117464. * is automatically managed.
  117465. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  117466. * in your application.
  117467. *
  117468. * As the update is not automatic, you need to call them manually.
  117469. */
  117470. export class HtmlElementTexture extends BaseTexture {
  117471. /**
  117472. * The texture URL.
  117473. */
  117474. element: HTMLVideoElement | HTMLCanvasElement;
  117475. private static readonly DefaultOptions;
  117476. private _textureMatrix;
  117477. private _engine;
  117478. private _isVideo;
  117479. private _generateMipMaps;
  117480. private _samplingMode;
  117481. /**
  117482. * Instantiates a HtmlElementTexture from the following parameters.
  117483. *
  117484. * @param name Defines the name of the texture
  117485. * @param element Defines the video or canvas the texture is filled with
  117486. * @param options Defines the other none mandatory texture creation options
  117487. */
  117488. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  117489. private _createInternalTexture;
  117490. /**
  117491. * Returns the texture matrix used in most of the material.
  117492. */
  117493. getTextureMatrix(): Matrix;
  117494. /**
  117495. * Updates the content of the texture.
  117496. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  117497. */
  117498. update(invertY?: Nullable<boolean>): void;
  117499. }
  117500. }
  117501. declare module BABYLON {
  117502. /**
  117503. * Enum used to define the target of a block
  117504. */
  117505. export enum NodeMaterialBlockTargets {
  117506. /** Vertex shader */
  117507. Vertex = 1,
  117508. /** Fragment shader */
  117509. Fragment = 2,
  117510. /** Neutral */
  117511. Neutral = 4,
  117512. /** Vertex and Fragment */
  117513. VertexAndFragment = 3
  117514. }
  117515. }
  117516. declare module BABYLON {
  117517. /**
  117518. * Defines the kind of connection point for node based material
  117519. */
  117520. export enum NodeMaterialBlockConnectionPointTypes {
  117521. /** Float */
  117522. Float = 1,
  117523. /** Int */
  117524. Int = 2,
  117525. /** Vector2 */
  117526. Vector2 = 4,
  117527. /** Vector3 */
  117528. Vector3 = 8,
  117529. /** Vector4 */
  117530. Vector4 = 16,
  117531. /** Color3 */
  117532. Color3 = 32,
  117533. /** Color4 */
  117534. Color4 = 64,
  117535. /** Matrix */
  117536. Matrix = 128,
  117537. /** Detect type based on connection */
  117538. AutoDetect = 1024,
  117539. /** Output type that will be defined by input type */
  117540. BasedOnInput = 2048
  117541. }
  117542. }
  117543. declare module BABYLON {
  117544. /**
  117545. * Root class for all node material optimizers
  117546. */
  117547. export class NodeMaterialOptimizer {
  117548. /**
  117549. * Function used to optimize a NodeMaterial graph
  117550. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  117551. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  117552. */
  117553. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  117554. }
  117555. }
  117556. declare module BABYLON {
  117557. /**
  117558. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  117559. */
  117560. export class TransformBlock extends NodeMaterialBlock {
  117561. /**
  117562. * Defines the value to use to complement W value to transform it to a Vector4
  117563. */
  117564. complementW: number;
  117565. /**
  117566. * Defines the value to use to complement z value to transform it to a Vector4
  117567. */
  117568. complementZ: number;
  117569. /**
  117570. * Creates a new TransformBlock
  117571. * @param name defines the block name
  117572. */
  117573. constructor(name: string);
  117574. /**
  117575. * Gets the current class name
  117576. * @returns the class name
  117577. */
  117578. getClassName(): string;
  117579. /**
  117580. * Gets the vector input
  117581. */
  117582. readonly vector: NodeMaterialConnectionPoint;
  117583. /**
  117584. * Gets the output component
  117585. */
  117586. readonly output: NodeMaterialConnectionPoint;
  117587. /**
  117588. * Gets the matrix transform input
  117589. */
  117590. readonly transform: NodeMaterialConnectionPoint;
  117591. protected _buildBlock(state: NodeMaterialBuildState): this;
  117592. serialize(): any;
  117593. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117594. protected _dumpPropertiesCode(): string;
  117595. }
  117596. }
  117597. declare module BABYLON {
  117598. /**
  117599. * Block used to output the vertex position
  117600. */
  117601. export class VertexOutputBlock extends NodeMaterialBlock {
  117602. /**
  117603. * Creates a new VertexOutputBlock
  117604. * @param name defines the block name
  117605. */
  117606. constructor(name: string);
  117607. /**
  117608. * Gets the current class name
  117609. * @returns the class name
  117610. */
  117611. getClassName(): string;
  117612. /**
  117613. * Gets the vector input component
  117614. */
  117615. readonly vector: NodeMaterialConnectionPoint;
  117616. protected _buildBlock(state: NodeMaterialBuildState): this;
  117617. }
  117618. }
  117619. declare module BABYLON {
  117620. /**
  117621. * Block used to output the final color
  117622. */
  117623. export class FragmentOutputBlock extends NodeMaterialBlock {
  117624. /**
  117625. * Create a new FragmentOutputBlock
  117626. * @param name defines the block name
  117627. */
  117628. constructor(name: string);
  117629. /**
  117630. * Gets the current class name
  117631. * @returns the class name
  117632. */
  117633. getClassName(): string;
  117634. /**
  117635. * Gets the rgba input component
  117636. */
  117637. readonly rgba: NodeMaterialConnectionPoint;
  117638. /**
  117639. * Gets the rgb input component
  117640. */
  117641. readonly rgb: NodeMaterialConnectionPoint;
  117642. /**
  117643. * Gets the a input component
  117644. */
  117645. readonly a: NodeMaterialConnectionPoint;
  117646. protected _buildBlock(state: NodeMaterialBuildState): this;
  117647. }
  117648. }
  117649. declare module BABYLON {
  117650. /**
  117651. * Enum used to define system values e.g. values automatically provided by the system
  117652. */
  117653. export enum NodeMaterialSystemValues {
  117654. /** World */
  117655. World = 1,
  117656. /** View */
  117657. View = 2,
  117658. /** Projection */
  117659. Projection = 3,
  117660. /** ViewProjection */
  117661. ViewProjection = 4,
  117662. /** WorldView */
  117663. WorldView = 5,
  117664. /** WorldViewProjection */
  117665. WorldViewProjection = 6,
  117666. /** CameraPosition */
  117667. CameraPosition = 7,
  117668. /** Fog Color */
  117669. FogColor = 8
  117670. }
  117671. }
  117672. declare module BABYLON {
  117673. /**
  117674. * Block used to read a reflection texture from a sampler
  117675. */
  117676. export class ReflectionTextureBlock extends NodeMaterialBlock {
  117677. private _define3DName;
  117678. private _defineCubicName;
  117679. private _defineExplicitName;
  117680. private _defineProjectionName;
  117681. private _defineLocalCubicName;
  117682. private _defineSphericalName;
  117683. private _definePlanarName;
  117684. private _defineEquirectangularName;
  117685. private _defineMirroredEquirectangularFixedName;
  117686. private _defineEquirectangularFixedName;
  117687. private _defineSkyboxName;
  117688. private _cubeSamplerName;
  117689. private _2DSamplerName;
  117690. private _positionUVWName;
  117691. private _directionWName;
  117692. private _reflectionCoordsName;
  117693. private _reflection2DCoordsName;
  117694. private _reflectionColorName;
  117695. private _reflectionMatrixName;
  117696. /**
  117697. * Gets or sets the texture associated with the node
  117698. */
  117699. texture: Nullable<BaseTexture>;
  117700. /**
  117701. * Create a new TextureBlock
  117702. * @param name defines the block name
  117703. */
  117704. constructor(name: string);
  117705. /**
  117706. * Gets the current class name
  117707. * @returns the class name
  117708. */
  117709. getClassName(): string;
  117710. /**
  117711. * Gets the world position input component
  117712. */
  117713. readonly position: NodeMaterialConnectionPoint;
  117714. /**
  117715. * Gets the world position input component
  117716. */
  117717. readonly worldPosition: NodeMaterialConnectionPoint;
  117718. /**
  117719. * Gets the world normal input component
  117720. */
  117721. readonly worldNormal: NodeMaterialConnectionPoint;
  117722. /**
  117723. * Gets the world input component
  117724. */
  117725. readonly world: NodeMaterialConnectionPoint;
  117726. /**
  117727. * Gets the camera (or eye) position component
  117728. */
  117729. readonly cameraPosition: NodeMaterialConnectionPoint;
  117730. /**
  117731. * Gets the view input component
  117732. */
  117733. readonly view: NodeMaterialConnectionPoint;
  117734. /**
  117735. * Gets the rgb output component
  117736. */
  117737. readonly rgb: NodeMaterialConnectionPoint;
  117738. /**
  117739. * Gets the r output component
  117740. */
  117741. readonly r: NodeMaterialConnectionPoint;
  117742. /**
  117743. * Gets the g output component
  117744. */
  117745. readonly g: NodeMaterialConnectionPoint;
  117746. /**
  117747. * Gets the b output component
  117748. */
  117749. readonly b: NodeMaterialConnectionPoint;
  117750. autoConfigure(material: NodeMaterial): void;
  117751. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117752. isReady(): boolean;
  117753. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117754. private _injectVertexCode;
  117755. private _writeOutput;
  117756. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  117757. serialize(): any;
  117758. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117759. }
  117760. }
  117761. declare module BABYLON {
  117762. /**
  117763. * Interface used to configure the node material editor
  117764. */
  117765. export interface INodeMaterialEditorOptions {
  117766. /** Define the URl to load node editor script */
  117767. editorURL?: string;
  117768. }
  117769. /** @hidden */
  117770. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  117771. /** BONES */
  117772. NUM_BONE_INFLUENCERS: number;
  117773. BonesPerMesh: number;
  117774. BONETEXTURE: boolean;
  117775. /** MORPH TARGETS */
  117776. MORPHTARGETS: boolean;
  117777. MORPHTARGETS_NORMAL: boolean;
  117778. MORPHTARGETS_TANGENT: boolean;
  117779. MORPHTARGETS_UV: boolean;
  117780. NUM_MORPH_INFLUENCERS: number;
  117781. /** IMAGE PROCESSING */
  117782. IMAGEPROCESSING: boolean;
  117783. VIGNETTE: boolean;
  117784. VIGNETTEBLENDMODEMULTIPLY: boolean;
  117785. VIGNETTEBLENDMODEOPAQUE: boolean;
  117786. TONEMAPPING: boolean;
  117787. TONEMAPPING_ACES: boolean;
  117788. CONTRAST: boolean;
  117789. EXPOSURE: boolean;
  117790. COLORCURVES: boolean;
  117791. COLORGRADING: boolean;
  117792. COLORGRADING3D: boolean;
  117793. SAMPLER3DGREENDEPTH: boolean;
  117794. SAMPLER3DBGRMAP: boolean;
  117795. IMAGEPROCESSINGPOSTPROCESS: boolean;
  117796. constructor();
  117797. setValue(name: string, value: boolean): void;
  117798. }
  117799. /**
  117800. * Class used to configure NodeMaterial
  117801. */
  117802. export interface INodeMaterialOptions {
  117803. /**
  117804. * Defines if blocks should emit comments
  117805. */
  117806. emitComments: boolean;
  117807. }
  117808. /**
  117809. * Class used to create a node based material built by assembling shader blocks
  117810. */
  117811. export class NodeMaterial extends PushMaterial {
  117812. private static _BuildIdGenerator;
  117813. private _options;
  117814. private _vertexCompilationState;
  117815. private _fragmentCompilationState;
  117816. private _sharedData;
  117817. private _buildId;
  117818. private _buildWasSuccessful;
  117819. private _cachedWorldViewMatrix;
  117820. private _cachedWorldViewProjectionMatrix;
  117821. private _optimizers;
  117822. private _animationFrame;
  117823. /** Define the URl to load node editor script */
  117824. static EditorURL: string;
  117825. private BJSNODEMATERIALEDITOR;
  117826. /** Get the inspector from bundle or global */
  117827. private _getGlobalNodeMaterialEditor;
  117828. /**
  117829. * 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)
  117830. */
  117831. ignoreAlpha: boolean;
  117832. /**
  117833. * Defines the maximum number of lights that can be used in the material
  117834. */
  117835. maxSimultaneousLights: number;
  117836. /**
  117837. * Observable raised when the material is built
  117838. */
  117839. onBuildObservable: Observable<NodeMaterial>;
  117840. /**
  117841. * Gets or sets the root nodes of the material vertex shader
  117842. */
  117843. _vertexOutputNodes: NodeMaterialBlock[];
  117844. /**
  117845. * Gets or sets the root nodes of the material fragment (pixel) shader
  117846. */
  117847. _fragmentOutputNodes: NodeMaterialBlock[];
  117848. /** Gets or sets options to control the node material overall behavior */
  117849. options: INodeMaterialOptions;
  117850. /**
  117851. * Default configuration related to image processing available in the standard Material.
  117852. */
  117853. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  117854. /**
  117855. * Gets the image processing configuration used either in this material.
  117856. */
  117857. /**
  117858. * Sets the Default image processing configuration used either in the this material.
  117859. *
  117860. * If sets to null, the scene one is in use.
  117861. */
  117862. imageProcessingConfiguration: ImageProcessingConfiguration;
  117863. /**
  117864. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  117865. */
  117866. attachedBlocks: NodeMaterialBlock[];
  117867. /**
  117868. * Create a new node based material
  117869. * @param name defines the material name
  117870. * @param scene defines the hosting scene
  117871. * @param options defines creation option
  117872. */
  117873. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  117874. /**
  117875. * Gets the current class name of the material e.g. "NodeMaterial"
  117876. * @returns the class name
  117877. */
  117878. getClassName(): string;
  117879. /**
  117880. * Keep track of the image processing observer to allow dispose and replace.
  117881. */
  117882. private _imageProcessingObserver;
  117883. /**
  117884. * Attaches a new image processing configuration to the Standard Material.
  117885. * @param configuration
  117886. */
  117887. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  117888. /**
  117889. * Get a block by its name
  117890. * @param name defines the name of the block to retrieve
  117891. * @returns the required block or null if not found
  117892. */
  117893. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  117894. /**
  117895. * Get a block by its name
  117896. * @param predicate defines the predicate used to find the good candidate
  117897. * @returns the required block or null if not found
  117898. */
  117899. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  117900. /**
  117901. * Get an input block by its name
  117902. * @param predicate defines the predicate used to find the good candidate
  117903. * @returns the required input block or null if not found
  117904. */
  117905. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  117906. /**
  117907. * Gets the list of input blocks attached to this material
  117908. * @returns an array of InputBlocks
  117909. */
  117910. getInputBlocks(): InputBlock[];
  117911. /**
  117912. * Adds a new optimizer to the list of optimizers
  117913. * @param optimizer defines the optimizers to add
  117914. * @returns the current material
  117915. */
  117916. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  117917. /**
  117918. * Remove an optimizer from the list of optimizers
  117919. * @param optimizer defines the optimizers to remove
  117920. * @returns the current material
  117921. */
  117922. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  117923. /**
  117924. * Add a new block to the list of output nodes
  117925. * @param node defines the node to add
  117926. * @returns the current material
  117927. */
  117928. addOutputNode(node: NodeMaterialBlock): this;
  117929. /**
  117930. * Remove a block from the list of root nodes
  117931. * @param node defines the node to remove
  117932. * @returns the current material
  117933. */
  117934. removeOutputNode(node: NodeMaterialBlock): this;
  117935. private _addVertexOutputNode;
  117936. private _removeVertexOutputNode;
  117937. private _addFragmentOutputNode;
  117938. private _removeFragmentOutputNode;
  117939. /**
  117940. * Specifies if the material will require alpha blending
  117941. * @returns a boolean specifying if alpha blending is needed
  117942. */
  117943. needAlphaBlending(): boolean;
  117944. /**
  117945. * Specifies if this material should be rendered in alpha test mode
  117946. * @returns a boolean specifying if an alpha test is needed.
  117947. */
  117948. needAlphaTesting(): boolean;
  117949. private _initializeBlock;
  117950. private _resetDualBlocks;
  117951. /**
  117952. * Build the material and generates the inner effect
  117953. * @param verbose defines if the build should log activity
  117954. */
  117955. build(verbose?: boolean): void;
  117956. /**
  117957. * Runs an otpimization phase to try to improve the shader code
  117958. */
  117959. optimize(): void;
  117960. private _prepareDefinesForAttributes;
  117961. /**
  117962. * Get if the submesh is ready to be used and all its information available.
  117963. * Child classes can use it to update shaders
  117964. * @param mesh defines the mesh to check
  117965. * @param subMesh defines which submesh to check
  117966. * @param useInstances specifies that instances should be used
  117967. * @returns a boolean indicating that the submesh is ready or not
  117968. */
  117969. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  117970. /**
  117971. * Get a string representing the shaders built by the current node graph
  117972. */
  117973. readonly compiledShaders: string;
  117974. /**
  117975. * Binds the world matrix to the material
  117976. * @param world defines the world transformation matrix
  117977. */
  117978. bindOnlyWorldMatrix(world: Matrix): void;
  117979. /**
  117980. * Binds the submesh to this material by preparing the effect and shader to draw
  117981. * @param world defines the world transformation matrix
  117982. * @param mesh defines the mesh containing the submesh
  117983. * @param subMesh defines the submesh to bind the material to
  117984. */
  117985. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  117986. /**
  117987. * Gets the active textures from the material
  117988. * @returns an array of textures
  117989. */
  117990. getActiveTextures(): BaseTexture[];
  117991. /**
  117992. * Gets the list of texture blocks
  117993. * @returns an array of texture blocks
  117994. */
  117995. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  117996. /**
  117997. * Specifies if the material uses a texture
  117998. * @param texture defines the texture to check against the material
  117999. * @returns a boolean specifying if the material uses the texture
  118000. */
  118001. hasTexture(texture: BaseTexture): boolean;
  118002. /**
  118003. * Disposes the material
  118004. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  118005. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  118006. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  118007. */
  118008. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  118009. /** Creates the node editor window. */
  118010. private _createNodeEditor;
  118011. /**
  118012. * Launch the node material editor
  118013. * @param config Define the configuration of the editor
  118014. * @return a promise fulfilled when the node editor is visible
  118015. */
  118016. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  118017. /**
  118018. * Clear the current material
  118019. */
  118020. clear(): void;
  118021. /**
  118022. * Clear the current material and set it to a default state
  118023. */
  118024. setToDefault(): void;
  118025. /**
  118026. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  118027. * @param url defines the url to load from
  118028. * @returns a promise that will fullfil when the material is fully loaded
  118029. */
  118030. loadAsync(url: string): Promise<unknown>;
  118031. private _gatherBlocks;
  118032. /**
  118033. * Generate a string containing the code declaration required to create an equivalent of this material
  118034. * @returns a string
  118035. */
  118036. generateCode(): string;
  118037. /**
  118038. * Serializes this material in a JSON representation
  118039. * @returns the serialized material object
  118040. */
  118041. serialize(): any;
  118042. private _restoreConnections;
  118043. /**
  118044. * Clear the current graph and load a new one from a serialization object
  118045. * @param source defines the JSON representation of the material
  118046. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118047. */
  118048. loadFromSerialization(source: any, rootUrl?: string): void;
  118049. /**
  118050. * Creates a node material from parsed material data
  118051. * @param source defines the JSON representation of the material
  118052. * @param scene defines the hosting scene
  118053. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118054. * @returns a new node material
  118055. */
  118056. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  118057. /**
  118058. * Creates a new node material set to default basic configuration
  118059. * @param name defines the name of the material
  118060. * @param scene defines the hosting scene
  118061. * @returns a new NodeMaterial
  118062. */
  118063. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  118064. }
  118065. }
  118066. declare module BABYLON {
  118067. /**
  118068. * Block used to read a texture from a sampler
  118069. */
  118070. export class TextureBlock extends NodeMaterialBlock {
  118071. private _defineName;
  118072. private _samplerName;
  118073. private _transformedUVName;
  118074. private _textureTransformName;
  118075. private _textureInfoName;
  118076. private _mainUVName;
  118077. private _mainUVDefineName;
  118078. /**
  118079. * Gets or sets the texture associated with the node
  118080. */
  118081. texture: Nullable<BaseTexture>;
  118082. /**
  118083. * Create a new TextureBlock
  118084. * @param name defines the block name
  118085. */
  118086. constructor(name: string);
  118087. /**
  118088. * Gets the current class name
  118089. * @returns the class name
  118090. */
  118091. getClassName(): string;
  118092. /**
  118093. * Gets the uv input component
  118094. */
  118095. readonly uv: NodeMaterialConnectionPoint;
  118096. /**
  118097. * Gets the rgba output component
  118098. */
  118099. readonly rgba: NodeMaterialConnectionPoint;
  118100. /**
  118101. * Gets the rgb output component
  118102. */
  118103. readonly rgb: NodeMaterialConnectionPoint;
  118104. /**
  118105. * Gets the r output component
  118106. */
  118107. readonly r: NodeMaterialConnectionPoint;
  118108. /**
  118109. * Gets the g output component
  118110. */
  118111. readonly g: NodeMaterialConnectionPoint;
  118112. /**
  118113. * Gets the b output component
  118114. */
  118115. readonly b: NodeMaterialConnectionPoint;
  118116. /**
  118117. * Gets the a output component
  118118. */
  118119. readonly a: NodeMaterialConnectionPoint;
  118120. readonly target: NodeMaterialBlockTargets;
  118121. autoConfigure(material: NodeMaterial): void;
  118122. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118123. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118124. isReady(): boolean;
  118125. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118126. private readonly _isMixed;
  118127. private _injectVertexCode;
  118128. private _writeOutput;
  118129. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  118130. protected _dumpPropertiesCode(): string;
  118131. serialize(): any;
  118132. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118133. }
  118134. }
  118135. declare module BABYLON {
  118136. /**
  118137. * Class used to store shared data between 2 NodeMaterialBuildState
  118138. */
  118139. export class NodeMaterialBuildStateSharedData {
  118140. /**
  118141. * Gets the list of emitted varyings
  118142. */
  118143. temps: string[];
  118144. /**
  118145. * Gets the list of emitted varyings
  118146. */
  118147. varyings: string[];
  118148. /**
  118149. * Gets the varying declaration string
  118150. */
  118151. varyingDeclaration: string;
  118152. /**
  118153. * Input blocks
  118154. */
  118155. inputBlocks: InputBlock[];
  118156. /**
  118157. * Input blocks
  118158. */
  118159. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  118160. /**
  118161. * Bindable blocks (Blocks that need to set data to the effect)
  118162. */
  118163. bindableBlocks: NodeMaterialBlock[];
  118164. /**
  118165. * List of blocks that can provide a compilation fallback
  118166. */
  118167. blocksWithFallbacks: NodeMaterialBlock[];
  118168. /**
  118169. * List of blocks that can provide a define update
  118170. */
  118171. blocksWithDefines: NodeMaterialBlock[];
  118172. /**
  118173. * List of blocks that can provide a repeatable content
  118174. */
  118175. repeatableContentBlocks: NodeMaterialBlock[];
  118176. /**
  118177. * List of blocks that can provide a dynamic list of uniforms
  118178. */
  118179. dynamicUniformBlocks: NodeMaterialBlock[];
  118180. /**
  118181. * List of blocks that can block the isReady function for the material
  118182. */
  118183. blockingBlocks: NodeMaterialBlock[];
  118184. /**
  118185. * Gets the list of animated inputs
  118186. */
  118187. animatedInputs: InputBlock[];
  118188. /**
  118189. * Build Id used to avoid multiple recompilations
  118190. */
  118191. buildId: number;
  118192. /** List of emitted variables */
  118193. variableNames: {
  118194. [key: string]: number;
  118195. };
  118196. /** List of emitted defines */
  118197. defineNames: {
  118198. [key: string]: number;
  118199. };
  118200. /** Should emit comments? */
  118201. emitComments: boolean;
  118202. /** Emit build activity */
  118203. verbose: boolean;
  118204. /**
  118205. * Gets the compilation hints emitted at compilation time
  118206. */
  118207. hints: {
  118208. needWorldViewMatrix: boolean;
  118209. needWorldViewProjectionMatrix: boolean;
  118210. needAlphaBlending: boolean;
  118211. needAlphaTesting: boolean;
  118212. };
  118213. /**
  118214. * List of compilation checks
  118215. */
  118216. checks: {
  118217. emitVertex: boolean;
  118218. emitFragment: boolean;
  118219. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  118220. };
  118221. /** Creates a new shared data */
  118222. constructor();
  118223. /**
  118224. * Emits console errors and exceptions if there is a failing check
  118225. */
  118226. emitErrors(): void;
  118227. }
  118228. }
  118229. declare module BABYLON {
  118230. /**
  118231. * Class used to store node based material build state
  118232. */
  118233. export class NodeMaterialBuildState {
  118234. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  118235. supportUniformBuffers: boolean;
  118236. /**
  118237. * Gets the list of emitted attributes
  118238. */
  118239. attributes: string[];
  118240. /**
  118241. * Gets the list of emitted uniforms
  118242. */
  118243. uniforms: string[];
  118244. /**
  118245. * Gets the list of emitted uniform buffers
  118246. */
  118247. uniformBuffers: string[];
  118248. /**
  118249. * Gets the list of emitted samplers
  118250. */
  118251. samplers: string[];
  118252. /**
  118253. * Gets the list of emitted functions
  118254. */
  118255. functions: {
  118256. [key: string]: string;
  118257. };
  118258. /**
  118259. * Gets the list of emitted extensions
  118260. */
  118261. extensions: {
  118262. [key: string]: string;
  118263. };
  118264. /**
  118265. * Gets the target of the compilation state
  118266. */
  118267. target: NodeMaterialBlockTargets;
  118268. /**
  118269. * Gets the list of emitted counters
  118270. */
  118271. counters: {
  118272. [key: string]: number;
  118273. };
  118274. /**
  118275. * Shared data between multiple NodeMaterialBuildState instances
  118276. */
  118277. sharedData: NodeMaterialBuildStateSharedData;
  118278. /** @hidden */
  118279. _vertexState: NodeMaterialBuildState;
  118280. /** @hidden */
  118281. _attributeDeclaration: string;
  118282. /** @hidden */
  118283. _uniformDeclaration: string;
  118284. /** @hidden */
  118285. _samplerDeclaration: string;
  118286. /** @hidden */
  118287. _varyingTransfer: string;
  118288. private _repeatableContentAnchorIndex;
  118289. /** @hidden */
  118290. _builtCompilationString: string;
  118291. /**
  118292. * Gets the emitted compilation strings
  118293. */
  118294. compilationString: string;
  118295. /**
  118296. * Finalize the compilation strings
  118297. * @param state defines the current compilation state
  118298. */
  118299. finalize(state: NodeMaterialBuildState): void;
  118300. /** @hidden */
  118301. readonly _repeatableContentAnchor: string;
  118302. /** @hidden */
  118303. _getFreeVariableName(prefix: string): string;
  118304. /** @hidden */
  118305. _getFreeDefineName(prefix: string): string;
  118306. /** @hidden */
  118307. _excludeVariableName(name: string): void;
  118308. /** @hidden */
  118309. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  118310. /** @hidden */
  118311. _emitExtension(name: string, extension: string): void;
  118312. /** @hidden */
  118313. _emitFunction(name: string, code: string, comments: string): void;
  118314. /** @hidden */
  118315. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  118316. replaceStrings?: {
  118317. search: RegExp;
  118318. replace: string;
  118319. }[];
  118320. repeatKey?: string;
  118321. }): string;
  118322. /** @hidden */
  118323. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  118324. repeatKey?: string;
  118325. removeAttributes?: boolean;
  118326. removeUniforms?: boolean;
  118327. removeVaryings?: boolean;
  118328. removeIfDef?: boolean;
  118329. replaceStrings?: {
  118330. search: RegExp;
  118331. replace: string;
  118332. }[];
  118333. }, storeKey?: string): void;
  118334. /** @hidden */
  118335. _registerTempVariable(name: string): boolean;
  118336. /** @hidden */
  118337. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  118338. /** @hidden */
  118339. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  118340. }
  118341. }
  118342. declare module BABYLON {
  118343. /**
  118344. * Defines a block that can be used inside a node based material
  118345. */
  118346. export class NodeMaterialBlock {
  118347. private _buildId;
  118348. private _buildTarget;
  118349. private _target;
  118350. private _isFinalMerger;
  118351. private _isInput;
  118352. /** @hidden */
  118353. _codeVariableName: string;
  118354. /** @hidden */
  118355. _inputs: NodeMaterialConnectionPoint[];
  118356. /** @hidden */
  118357. _outputs: NodeMaterialConnectionPoint[];
  118358. /** @hidden */
  118359. _preparationId: number;
  118360. /**
  118361. * Gets or sets the name of the block
  118362. */
  118363. name: string;
  118364. /**
  118365. * Gets or sets the unique id of the node
  118366. */
  118367. uniqueId: number;
  118368. /**
  118369. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  118370. */
  118371. readonly isFinalMerger: boolean;
  118372. /**
  118373. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  118374. */
  118375. readonly isInput: boolean;
  118376. /**
  118377. * Gets or sets the build Id
  118378. */
  118379. buildId: number;
  118380. /**
  118381. * Gets or sets the target of the block
  118382. */
  118383. target: NodeMaterialBlockTargets;
  118384. /**
  118385. * Gets the list of input points
  118386. */
  118387. readonly inputs: NodeMaterialConnectionPoint[];
  118388. /** Gets the list of output points */
  118389. readonly outputs: NodeMaterialConnectionPoint[];
  118390. /**
  118391. * Find an input by its name
  118392. * @param name defines the name of the input to look for
  118393. * @returns the input or null if not found
  118394. */
  118395. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  118396. /**
  118397. * Find an output by its name
  118398. * @param name defines the name of the outputto look for
  118399. * @returns the output or null if not found
  118400. */
  118401. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  118402. /**
  118403. * Creates a new NodeMaterialBlock
  118404. * @param name defines the block name
  118405. * @param target defines the target of that block (Vertex by default)
  118406. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  118407. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  118408. */
  118409. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  118410. /**
  118411. * Initialize the block and prepare the context for build
  118412. * @param state defines the state that will be used for the build
  118413. */
  118414. initialize(state: NodeMaterialBuildState): void;
  118415. /**
  118416. * Bind data to effect. Will only be called for blocks with isBindable === true
  118417. * @param effect defines the effect to bind data to
  118418. * @param nodeMaterial defines the hosting NodeMaterial
  118419. * @param mesh defines the mesh that will be rendered
  118420. */
  118421. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118422. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  118423. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  118424. protected _writeFloat(value: number): string;
  118425. /**
  118426. * Gets the current class name e.g. "NodeMaterialBlock"
  118427. * @returns the class name
  118428. */
  118429. getClassName(): string;
  118430. /**
  118431. * Register a new input. Must be called inside a block constructor
  118432. * @param name defines the connection point name
  118433. * @param type defines the connection point type
  118434. * @param isOptional defines a boolean indicating that this input can be omitted
  118435. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  118436. * @returns the current block
  118437. */
  118438. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  118439. /**
  118440. * Register a new output. Must be called inside a block constructor
  118441. * @param name defines the connection point name
  118442. * @param type defines the connection point type
  118443. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  118444. * @returns the current block
  118445. */
  118446. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  118447. /**
  118448. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  118449. * @param forOutput defines an optional connection point to check compatibility with
  118450. * @returns the first available input or null
  118451. */
  118452. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  118453. /**
  118454. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  118455. * @param forBlock defines an optional block to check compatibility with
  118456. * @returns the first available input or null
  118457. */
  118458. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  118459. /**
  118460. * Gets the sibling of the given output
  118461. * @param current defines the current output
  118462. * @returns the next output in the list or null
  118463. */
  118464. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  118465. /**
  118466. * Connect current block with another block
  118467. * @param other defines the block to connect with
  118468. * @param options define the various options to help pick the right connections
  118469. * @returns the current block
  118470. */
  118471. connectTo(other: NodeMaterialBlock, options?: {
  118472. input?: string;
  118473. output?: string;
  118474. outputSwizzle?: string;
  118475. }): this | undefined;
  118476. protected _buildBlock(state: NodeMaterialBuildState): void;
  118477. /**
  118478. * Add uniforms, samplers and uniform buffers at compilation time
  118479. * @param state defines the state to update
  118480. * @param nodeMaterial defines the node material requesting the update
  118481. * @param defines defines the material defines to update
  118482. */
  118483. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118484. /**
  118485. * Add potential fallbacks if shader compilation fails
  118486. * @param mesh defines the mesh to be rendered
  118487. * @param fallbacks defines the current prioritized list of fallbacks
  118488. */
  118489. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  118490. /**
  118491. * Update defines for shader compilation
  118492. * @param mesh defines the mesh to be rendered
  118493. * @param nodeMaterial defines the node material requesting the update
  118494. * @param defines defines the material defines to update
  118495. * @param useInstances specifies that instances should be used
  118496. */
  118497. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118498. /**
  118499. * Initialize defines for shader compilation
  118500. * @param mesh defines the mesh to be rendered
  118501. * @param nodeMaterial defines the node material requesting the update
  118502. * @param defines defines the material defines to be prepared
  118503. * @param useInstances specifies that instances should be used
  118504. */
  118505. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118506. /**
  118507. * Lets the block try to connect some inputs automatically
  118508. * @param material defines the hosting NodeMaterial
  118509. */
  118510. autoConfigure(material: NodeMaterial): void;
  118511. /**
  118512. * Function called when a block is declared as repeatable content generator
  118513. * @param vertexShaderState defines the current compilation state for the vertex shader
  118514. * @param fragmentShaderState defines the current compilation state for the fragment shader
  118515. * @param mesh defines the mesh to be rendered
  118516. * @param defines defines the material defines to update
  118517. */
  118518. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  118519. /**
  118520. * Checks if the block is ready
  118521. * @param mesh defines the mesh to be rendered
  118522. * @param nodeMaterial defines the node material requesting the update
  118523. * @param defines defines the material defines to update
  118524. * @param useInstances specifies that instances should be used
  118525. * @returns true if the block is ready
  118526. */
  118527. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  118528. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  118529. private _processBuild;
  118530. /**
  118531. * Compile the current node and generate the shader code
  118532. * @param state defines the current compilation state (uniforms, samplers, current string)
  118533. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  118534. * @returns true if already built
  118535. */
  118536. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  118537. protected _inputRename(name: string): string;
  118538. protected _outputRename(name: string): string;
  118539. protected _dumpPropertiesCode(): string;
  118540. /** @hidden */
  118541. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  118542. /**
  118543. * Clone the current block to a new identical block
  118544. * @param scene defines the hosting scene
  118545. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118546. * @returns a copy of the current block
  118547. */
  118548. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  118549. /**
  118550. * Serializes this block in a JSON representation
  118551. * @returns the serialized block object
  118552. */
  118553. serialize(): any;
  118554. /** @hidden */
  118555. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118556. }
  118557. }
  118558. declare module BABYLON {
  118559. /**
  118560. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  118561. */
  118562. export enum NodeMaterialBlockConnectionPointMode {
  118563. /** Value is an uniform */
  118564. Uniform = 0,
  118565. /** Value is a mesh attribute */
  118566. Attribute = 1,
  118567. /** Value is a varying between vertex and fragment shaders */
  118568. Varying = 2,
  118569. /** Mode is undefined */
  118570. Undefined = 3
  118571. }
  118572. }
  118573. declare module BABYLON {
  118574. /**
  118575. * Enum defining the type of animations supported by InputBlock
  118576. */
  118577. export enum AnimatedInputBlockTypes {
  118578. /** No animation */
  118579. None = 0,
  118580. /** Time based animation. Will only work for floats */
  118581. Time = 1
  118582. }
  118583. }
  118584. declare module BABYLON {
  118585. /**
  118586. * Block used to expose an input value
  118587. */
  118588. export class InputBlock extends NodeMaterialBlock {
  118589. private _mode;
  118590. private _associatedVariableName;
  118591. private _storedValue;
  118592. private _valueCallback;
  118593. private _type;
  118594. private _animationType;
  118595. /** @hidden */
  118596. _systemValue: Nullable<NodeMaterialSystemValues>;
  118597. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  118598. visibleInInspector: boolean;
  118599. /**
  118600. * Gets or sets the connection point type (default is float)
  118601. */
  118602. readonly type: NodeMaterialBlockConnectionPointTypes;
  118603. /**
  118604. * Creates a new InputBlock
  118605. * @param name defines the block name
  118606. * @param target defines the target of that block (Vertex by default)
  118607. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  118608. */
  118609. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  118610. /**
  118611. * Gets the output component
  118612. */
  118613. readonly output: NodeMaterialConnectionPoint;
  118614. /**
  118615. * Set the source of this connection point to a vertex attribute
  118616. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  118617. * @returns the current connection point
  118618. */
  118619. setAsAttribute(attributeName?: string): InputBlock;
  118620. /**
  118621. * Set the source of this connection point to a system value
  118622. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  118623. * @returns the current connection point
  118624. */
  118625. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  118626. /**
  118627. * Gets or sets the value of that point.
  118628. * Please note that this value will be ignored if valueCallback is defined
  118629. */
  118630. value: any;
  118631. /**
  118632. * Gets or sets a callback used to get the value of that point.
  118633. * Please note that setting this value will force the connection point to ignore the value property
  118634. */
  118635. valueCallback: () => any;
  118636. /**
  118637. * Gets or sets the associated variable name in the shader
  118638. */
  118639. associatedVariableName: string;
  118640. /** Gets or sets the type of animation applied to the input */
  118641. animationType: AnimatedInputBlockTypes;
  118642. /**
  118643. * Gets a boolean indicating that this connection point not defined yet
  118644. */
  118645. readonly isUndefined: boolean;
  118646. /**
  118647. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  118648. * In this case the connection point name must be the name of the uniform to use.
  118649. * Can only be set on inputs
  118650. */
  118651. isUniform: boolean;
  118652. /**
  118653. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  118654. * In this case the connection point name must be the name of the attribute to use
  118655. * Can only be set on inputs
  118656. */
  118657. isAttribute: boolean;
  118658. /**
  118659. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  118660. * Can only be set on exit points
  118661. */
  118662. isVarying: boolean;
  118663. /**
  118664. * Gets a boolean indicating that the current connection point is a system value
  118665. */
  118666. readonly isSystemValue: boolean;
  118667. /**
  118668. * Gets or sets the current well known value or null if not defined as a system value
  118669. */
  118670. systemValue: Nullable<NodeMaterialSystemValues>;
  118671. /**
  118672. * Gets the current class name
  118673. * @returns the class name
  118674. */
  118675. getClassName(): string;
  118676. /**
  118677. * Animate the input if animationType !== None
  118678. * @param scene defines the rendering scene
  118679. */
  118680. animate(scene: Scene): void;
  118681. private _emitDefine;
  118682. /**
  118683. * Set the input block to its default value (based on its type)
  118684. */
  118685. setDefaultValue(): void;
  118686. protected _dumpPropertiesCode(): string;
  118687. private _emit;
  118688. /** @hidden */
  118689. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  118690. /** @hidden */
  118691. _transmit(effect: Effect, scene: Scene): void;
  118692. protected _buildBlock(state: NodeMaterialBuildState): void;
  118693. serialize(): any;
  118694. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118695. }
  118696. }
  118697. declare module BABYLON {
  118698. /**
  118699. * Defines a connection point for a block
  118700. */
  118701. export class NodeMaterialConnectionPoint {
  118702. /** @hidden */
  118703. _ownerBlock: NodeMaterialBlock;
  118704. /** @hidden */
  118705. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  118706. private _endpoints;
  118707. private _associatedVariableName;
  118708. /** @hidden */
  118709. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  118710. /** @hidden */
  118711. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  118712. private _type;
  118713. /** @hidden */
  118714. _enforceAssociatedVariableName: boolean;
  118715. /**
  118716. * Gets or sets the additional types supported byt this connection point
  118717. */
  118718. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  118719. /**
  118720. * Gets or sets the associated variable name in the shader
  118721. */
  118722. associatedVariableName: string;
  118723. /**
  118724. * Gets or sets the connection point type (default is float)
  118725. */
  118726. type: NodeMaterialBlockConnectionPointTypes;
  118727. /**
  118728. * Gets or sets the connection point name
  118729. */
  118730. name: string;
  118731. /**
  118732. * Gets or sets a boolean indicating that this connection point can be omitted
  118733. */
  118734. isOptional: boolean;
  118735. /**
  118736. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  118737. */
  118738. define: string;
  118739. /** Gets or sets the target of that connection point */
  118740. target: NodeMaterialBlockTargets;
  118741. /**
  118742. * Gets a boolean indicating that the current point is connected
  118743. */
  118744. readonly isConnected: boolean;
  118745. /**
  118746. * Gets a boolean indicating that the current point is connected to an input block
  118747. */
  118748. readonly isConnectedToInputBlock: boolean;
  118749. /**
  118750. * Gets a the connected input block (if any)
  118751. */
  118752. readonly connectInputBlock: Nullable<InputBlock>;
  118753. /** Get the other side of the connection (if any) */
  118754. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  118755. /** Get the block that owns this connection point */
  118756. readonly ownerBlock: NodeMaterialBlock;
  118757. /** Get the block connected on the other side of this connection (if any) */
  118758. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  118759. /** Get the block connected on the endpoints of this connection (if any) */
  118760. readonly connectedBlocks: Array<NodeMaterialBlock>;
  118761. /** Gets the list of connected endpoints */
  118762. readonly endpoints: NodeMaterialConnectionPoint[];
  118763. /** Gets a boolean indicating if that output point is connected to at least one input */
  118764. readonly hasEndpoints: boolean;
  118765. /**
  118766. * Creates a new connection point
  118767. * @param name defines the connection point name
  118768. * @param ownerBlock defines the block hosting this connection point
  118769. */
  118770. constructor(name: string, ownerBlock: NodeMaterialBlock);
  118771. /**
  118772. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  118773. * @returns the class name
  118774. */
  118775. getClassName(): string;
  118776. /**
  118777. * Gets an boolean indicating if the current point can be connected to another point
  118778. * @param connectionPoint defines the other connection point
  118779. * @returns true if the connection is possible
  118780. */
  118781. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  118782. /**
  118783. * Connect this point to another connection point
  118784. * @param connectionPoint defines the other connection point
  118785. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  118786. * @returns the current connection point
  118787. */
  118788. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  118789. /**
  118790. * Disconnect this point from one of his endpoint
  118791. * @param endpoint defines the other connection point
  118792. * @returns the current connection point
  118793. */
  118794. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  118795. /**
  118796. * Serializes this point in a JSON representation
  118797. * @returns the serialized point object
  118798. */
  118799. serialize(): any;
  118800. }
  118801. }
  118802. declare module BABYLON {
  118803. /**
  118804. * Block used to add support for vertex skinning (bones)
  118805. */
  118806. export class BonesBlock extends NodeMaterialBlock {
  118807. /**
  118808. * Creates a new BonesBlock
  118809. * @param name defines the block name
  118810. */
  118811. constructor(name: string);
  118812. /**
  118813. * Initialize the block and prepare the context for build
  118814. * @param state defines the state that will be used for the build
  118815. */
  118816. initialize(state: NodeMaterialBuildState): void;
  118817. /**
  118818. * Gets the current class name
  118819. * @returns the class name
  118820. */
  118821. getClassName(): string;
  118822. /**
  118823. * Gets the matrix indices input component
  118824. */
  118825. readonly matricesIndices: NodeMaterialConnectionPoint;
  118826. /**
  118827. * Gets the matrix weights input component
  118828. */
  118829. readonly matricesWeights: NodeMaterialConnectionPoint;
  118830. /**
  118831. * Gets the extra matrix indices input component
  118832. */
  118833. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  118834. /**
  118835. * Gets the extra matrix weights input component
  118836. */
  118837. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  118838. /**
  118839. * Gets the world input component
  118840. */
  118841. readonly world: NodeMaterialConnectionPoint;
  118842. /**
  118843. * Gets the output component
  118844. */
  118845. readonly output: NodeMaterialConnectionPoint;
  118846. autoConfigure(material: NodeMaterial): void;
  118847. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  118848. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118849. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118850. protected _buildBlock(state: NodeMaterialBuildState): this;
  118851. }
  118852. }
  118853. declare module BABYLON {
  118854. /**
  118855. * Block used to add support for instances
  118856. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  118857. */
  118858. export class InstancesBlock extends NodeMaterialBlock {
  118859. /**
  118860. * Creates a new InstancesBlock
  118861. * @param name defines the block name
  118862. */
  118863. constructor(name: string);
  118864. /**
  118865. * Gets the current class name
  118866. * @returns the class name
  118867. */
  118868. getClassName(): string;
  118869. /**
  118870. * Gets the first world row input component
  118871. */
  118872. readonly world0: NodeMaterialConnectionPoint;
  118873. /**
  118874. * Gets the second world row input component
  118875. */
  118876. readonly world1: NodeMaterialConnectionPoint;
  118877. /**
  118878. * Gets the third world row input component
  118879. */
  118880. readonly world2: NodeMaterialConnectionPoint;
  118881. /**
  118882. * Gets the forth world row input component
  118883. */
  118884. readonly world3: NodeMaterialConnectionPoint;
  118885. /**
  118886. * Gets the world input component
  118887. */
  118888. readonly world: NodeMaterialConnectionPoint;
  118889. /**
  118890. * Gets the output component
  118891. */
  118892. readonly output: NodeMaterialConnectionPoint;
  118893. autoConfigure(material: NodeMaterial): void;
  118894. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118895. protected _buildBlock(state: NodeMaterialBuildState): this;
  118896. }
  118897. }
  118898. declare module BABYLON {
  118899. /**
  118900. * Block used to add morph targets support to vertex shader
  118901. */
  118902. export class MorphTargetsBlock extends NodeMaterialBlock {
  118903. private _repeatableContentAnchor;
  118904. private _repeatebleContentGenerated;
  118905. /**
  118906. * Create a new MorphTargetsBlock
  118907. * @param name defines the block name
  118908. */
  118909. constructor(name: string);
  118910. /**
  118911. * Gets the current class name
  118912. * @returns the class name
  118913. */
  118914. getClassName(): string;
  118915. /**
  118916. * Gets the position input component
  118917. */
  118918. readonly position: NodeMaterialConnectionPoint;
  118919. /**
  118920. * Gets the normal input component
  118921. */
  118922. readonly normal: NodeMaterialConnectionPoint;
  118923. /**
  118924. * Gets the tangent input component
  118925. */
  118926. readonly tangent: NodeMaterialConnectionPoint;
  118927. /**
  118928. * Gets the tangent input component
  118929. */
  118930. readonly uv: NodeMaterialConnectionPoint;
  118931. /**
  118932. * Gets the position output component
  118933. */
  118934. readonly positionOutput: NodeMaterialConnectionPoint;
  118935. /**
  118936. * Gets the normal output component
  118937. */
  118938. readonly normalOutput: NodeMaterialConnectionPoint;
  118939. /**
  118940. * Gets the tangent output component
  118941. */
  118942. readonly tangentOutput: NodeMaterialConnectionPoint;
  118943. /**
  118944. * Gets the tangent output component
  118945. */
  118946. readonly uvOutput: NodeMaterialConnectionPoint;
  118947. initialize(state: NodeMaterialBuildState): void;
  118948. autoConfigure(material: NodeMaterial): void;
  118949. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118950. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118951. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  118952. protected _buildBlock(state: NodeMaterialBuildState): this;
  118953. }
  118954. }
  118955. declare module BABYLON {
  118956. /**
  118957. * Block used to get data information from a light
  118958. */
  118959. export class LightInformationBlock extends NodeMaterialBlock {
  118960. private _lightDataDefineName;
  118961. private _lightColorDefineName;
  118962. /**
  118963. * Gets or sets the light associated with this block
  118964. */
  118965. light: Nullable<Light>;
  118966. /**
  118967. * Creates a new LightInformationBlock
  118968. * @param name defines the block name
  118969. */
  118970. constructor(name: string);
  118971. /**
  118972. * Gets the current class name
  118973. * @returns the class name
  118974. */
  118975. getClassName(): string;
  118976. /**
  118977. * Gets the world position input component
  118978. */
  118979. readonly worldPosition: NodeMaterialConnectionPoint;
  118980. /**
  118981. * Gets the direction output component
  118982. */
  118983. readonly direction: NodeMaterialConnectionPoint;
  118984. /**
  118985. * Gets the direction output component
  118986. */
  118987. readonly color: NodeMaterialConnectionPoint;
  118988. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118989. protected _buildBlock(state: NodeMaterialBuildState): this;
  118990. serialize(): any;
  118991. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118992. }
  118993. }
  118994. declare module BABYLON {
  118995. /**
  118996. * Block used to add an alpha test in the fragment shader
  118997. */
  118998. export class AlphaTestBlock extends NodeMaterialBlock {
  118999. /**
  119000. * Gets or sets the alpha value where alpha testing happens
  119001. */
  119002. alphaCutOff: number;
  119003. /**
  119004. * Create a new AlphaTestBlock
  119005. * @param name defines the block name
  119006. */
  119007. constructor(name: string);
  119008. /**
  119009. * Gets the current class name
  119010. * @returns the class name
  119011. */
  119012. getClassName(): string;
  119013. /**
  119014. * Gets the color input component
  119015. */
  119016. readonly color: NodeMaterialConnectionPoint;
  119017. /**
  119018. * Gets the alpha input component
  119019. */
  119020. readonly alpha: NodeMaterialConnectionPoint;
  119021. protected _buildBlock(state: NodeMaterialBuildState): this;
  119022. protected _dumpPropertiesCode(): string;
  119023. serialize(): any;
  119024. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119025. }
  119026. }
  119027. declare module BABYLON {
  119028. /**
  119029. * Block used to add image processing support to fragment shader
  119030. */
  119031. export class ImageProcessingBlock extends NodeMaterialBlock {
  119032. /**
  119033. * Create a new ImageProcessingBlock
  119034. * @param name defines the block name
  119035. */
  119036. constructor(name: string);
  119037. /**
  119038. * Gets the current class name
  119039. * @returns the class name
  119040. */
  119041. getClassName(): string;
  119042. /**
  119043. * Gets the color input component
  119044. */
  119045. readonly color: NodeMaterialConnectionPoint;
  119046. /**
  119047. * Gets the output component
  119048. */
  119049. readonly output: NodeMaterialConnectionPoint;
  119050. /**
  119051. * Initialize the block and prepare the context for build
  119052. * @param state defines the state that will be used for the build
  119053. */
  119054. initialize(state: NodeMaterialBuildState): void;
  119055. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  119056. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119057. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119058. protected _buildBlock(state: NodeMaterialBuildState): this;
  119059. }
  119060. }
  119061. declare module BABYLON {
  119062. /**
  119063. * Block used to pertub normals based on a normal map
  119064. */
  119065. export class PerturbNormalBlock extends NodeMaterialBlock {
  119066. /**
  119067. * Create a new PerturbNormalBlock
  119068. * @param name defines the block name
  119069. */
  119070. constructor(name: string);
  119071. /**
  119072. * Gets the current class name
  119073. * @returns the class name
  119074. */
  119075. getClassName(): string;
  119076. /**
  119077. * Gets the world position input component
  119078. */
  119079. readonly worldPosition: NodeMaterialConnectionPoint;
  119080. /**
  119081. * Gets the world normal input component
  119082. */
  119083. readonly worldNormal: NodeMaterialConnectionPoint;
  119084. /**
  119085. * Gets the uv input component
  119086. */
  119087. readonly uv: NodeMaterialConnectionPoint;
  119088. /**
  119089. * Gets the normal map color input component
  119090. */
  119091. readonly normalMapColor: NodeMaterialConnectionPoint;
  119092. /**
  119093. * Gets the strength input component
  119094. */
  119095. readonly strength: NodeMaterialConnectionPoint;
  119096. /**
  119097. * Gets the output component
  119098. */
  119099. readonly output: NodeMaterialConnectionPoint;
  119100. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119101. autoConfigure(material: NodeMaterial): void;
  119102. protected _buildBlock(state: NodeMaterialBuildState): this;
  119103. }
  119104. }
  119105. declare module BABYLON {
  119106. /**
  119107. * Block used to add support for scene fog
  119108. */
  119109. export class FogBlock extends NodeMaterialBlock {
  119110. private _fogDistanceName;
  119111. private _fogParameters;
  119112. /**
  119113. * Create a new FogBlock
  119114. * @param name defines the block name
  119115. */
  119116. constructor(name: string);
  119117. /**
  119118. * Gets the current class name
  119119. * @returns the class name
  119120. */
  119121. getClassName(): string;
  119122. /**
  119123. * Gets the world position input component
  119124. */
  119125. readonly worldPosition: NodeMaterialConnectionPoint;
  119126. /**
  119127. * Gets the view input component
  119128. */
  119129. readonly view: NodeMaterialConnectionPoint;
  119130. /**
  119131. * Gets the color input component
  119132. */
  119133. readonly input: NodeMaterialConnectionPoint;
  119134. /**
  119135. * Gets the fog color input component
  119136. */
  119137. readonly fogColor: NodeMaterialConnectionPoint;
  119138. /**
  119139. * Gets the output component
  119140. */
  119141. readonly output: NodeMaterialConnectionPoint;
  119142. autoConfigure(material: NodeMaterial): void;
  119143. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119144. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119145. protected _buildBlock(state: NodeMaterialBuildState): this;
  119146. }
  119147. }
  119148. declare module BABYLON {
  119149. /**
  119150. * Block used to add light in the fragment shader
  119151. */
  119152. export class LightBlock extends NodeMaterialBlock {
  119153. private _lightId;
  119154. /**
  119155. * Gets or sets the light associated with this block
  119156. */
  119157. light: Nullable<Light>;
  119158. /**
  119159. * Create a new LightBlock
  119160. * @param name defines the block name
  119161. */
  119162. constructor(name: string);
  119163. /**
  119164. * Gets the current class name
  119165. * @returns the class name
  119166. */
  119167. getClassName(): string;
  119168. /**
  119169. * Gets the world position input component
  119170. */
  119171. readonly worldPosition: NodeMaterialConnectionPoint;
  119172. /**
  119173. * Gets the world normal input component
  119174. */
  119175. readonly worldNormal: NodeMaterialConnectionPoint;
  119176. /**
  119177. * Gets the camera (or eye) position component
  119178. */
  119179. readonly cameraPosition: NodeMaterialConnectionPoint;
  119180. /**
  119181. * Gets the diffuse output component
  119182. */
  119183. readonly diffuseOutput: NodeMaterialConnectionPoint;
  119184. /**
  119185. * Gets the specular output component
  119186. */
  119187. readonly specularOutput: NodeMaterialConnectionPoint;
  119188. autoConfigure(material: NodeMaterial): void;
  119189. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119190. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119191. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119192. private _injectVertexCode;
  119193. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  119194. serialize(): any;
  119195. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119196. }
  119197. }
  119198. declare module BABYLON {
  119199. /**
  119200. * Block used to multiply 2 values
  119201. */
  119202. export class MultiplyBlock extends NodeMaterialBlock {
  119203. /**
  119204. * Creates a new MultiplyBlock
  119205. * @param name defines the block name
  119206. */
  119207. constructor(name: string);
  119208. /**
  119209. * Gets the current class name
  119210. * @returns the class name
  119211. */
  119212. getClassName(): string;
  119213. /**
  119214. * Gets the left operand input component
  119215. */
  119216. readonly left: NodeMaterialConnectionPoint;
  119217. /**
  119218. * Gets the right operand input component
  119219. */
  119220. readonly right: NodeMaterialConnectionPoint;
  119221. /**
  119222. * Gets the output component
  119223. */
  119224. readonly output: NodeMaterialConnectionPoint;
  119225. protected _buildBlock(state: NodeMaterialBuildState): this;
  119226. }
  119227. }
  119228. declare module BABYLON {
  119229. /**
  119230. * Block used to add 2 vectors
  119231. */
  119232. export class AddBlock extends NodeMaterialBlock {
  119233. /**
  119234. * Creates a new AddBlock
  119235. * @param name defines the block name
  119236. */
  119237. constructor(name: string);
  119238. /**
  119239. * Gets the current class name
  119240. * @returns the class name
  119241. */
  119242. getClassName(): string;
  119243. /**
  119244. * Gets the left operand input component
  119245. */
  119246. readonly left: NodeMaterialConnectionPoint;
  119247. /**
  119248. * Gets the right operand input component
  119249. */
  119250. readonly right: NodeMaterialConnectionPoint;
  119251. /**
  119252. * Gets the output component
  119253. */
  119254. readonly output: NodeMaterialConnectionPoint;
  119255. protected _buildBlock(state: NodeMaterialBuildState): this;
  119256. }
  119257. }
  119258. declare module BABYLON {
  119259. /**
  119260. * Block used to scale a vector by a float
  119261. */
  119262. export class ScaleBlock extends NodeMaterialBlock {
  119263. /**
  119264. * Creates a new ScaleBlock
  119265. * @param name defines the block name
  119266. */
  119267. constructor(name: string);
  119268. /**
  119269. * Gets the current class name
  119270. * @returns the class name
  119271. */
  119272. getClassName(): string;
  119273. /**
  119274. * Gets the input component
  119275. */
  119276. readonly input: NodeMaterialConnectionPoint;
  119277. /**
  119278. * Gets the factor input component
  119279. */
  119280. readonly factor: NodeMaterialConnectionPoint;
  119281. /**
  119282. * Gets the output component
  119283. */
  119284. readonly output: NodeMaterialConnectionPoint;
  119285. protected _buildBlock(state: NodeMaterialBuildState): this;
  119286. }
  119287. }
  119288. declare module BABYLON {
  119289. /**
  119290. * Block used to clamp a float
  119291. */
  119292. export class ClampBlock extends NodeMaterialBlock {
  119293. /** Gets or sets the minimum range */
  119294. minimum: number;
  119295. /** Gets or sets the maximum range */
  119296. maximum: number;
  119297. /**
  119298. * Creates a new ClampBlock
  119299. * @param name defines the block name
  119300. */
  119301. constructor(name: string);
  119302. /**
  119303. * Gets the current class name
  119304. * @returns the class name
  119305. */
  119306. getClassName(): string;
  119307. /**
  119308. * Gets the value input component
  119309. */
  119310. readonly value: NodeMaterialConnectionPoint;
  119311. /**
  119312. * Gets the output component
  119313. */
  119314. readonly output: NodeMaterialConnectionPoint;
  119315. protected _buildBlock(state: NodeMaterialBuildState): this;
  119316. protected _dumpPropertiesCode(): string;
  119317. serialize(): any;
  119318. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119319. }
  119320. }
  119321. declare module BABYLON {
  119322. /**
  119323. * Block used to apply a cross product between 2 vectors
  119324. */
  119325. export class CrossBlock extends NodeMaterialBlock {
  119326. /**
  119327. * Creates a new CrossBlock
  119328. * @param name defines the block name
  119329. */
  119330. constructor(name: string);
  119331. /**
  119332. * Gets the current class name
  119333. * @returns the class name
  119334. */
  119335. getClassName(): string;
  119336. /**
  119337. * Gets the left operand input component
  119338. */
  119339. readonly left: NodeMaterialConnectionPoint;
  119340. /**
  119341. * Gets the right operand input component
  119342. */
  119343. readonly right: NodeMaterialConnectionPoint;
  119344. /**
  119345. * Gets the output component
  119346. */
  119347. readonly output: NodeMaterialConnectionPoint;
  119348. protected _buildBlock(state: NodeMaterialBuildState): this;
  119349. }
  119350. }
  119351. declare module BABYLON {
  119352. /**
  119353. * Block used to apply a dot product between 2 vectors
  119354. */
  119355. export class DotBlock extends NodeMaterialBlock {
  119356. /**
  119357. * Creates a new DotBlock
  119358. * @param name defines the block name
  119359. */
  119360. constructor(name: string);
  119361. /**
  119362. * Gets the current class name
  119363. * @returns the class name
  119364. */
  119365. getClassName(): string;
  119366. /**
  119367. * Gets the left operand input component
  119368. */
  119369. readonly left: NodeMaterialConnectionPoint;
  119370. /**
  119371. * Gets the right operand input component
  119372. */
  119373. readonly right: NodeMaterialConnectionPoint;
  119374. /**
  119375. * Gets the output component
  119376. */
  119377. readonly output: NodeMaterialConnectionPoint;
  119378. protected _buildBlock(state: NodeMaterialBuildState): this;
  119379. }
  119380. }
  119381. declare module BABYLON {
  119382. /**
  119383. * Block used to remap a float from a range to a new one
  119384. */
  119385. export class RemapBlock extends NodeMaterialBlock {
  119386. /**
  119387. * Gets or sets the source range
  119388. */
  119389. sourceRange: Vector2;
  119390. /**
  119391. * Gets or sets the target range
  119392. */
  119393. targetRange: Vector2;
  119394. /**
  119395. * Creates a new RemapBlock
  119396. * @param name defines the block name
  119397. */
  119398. constructor(name: string);
  119399. /**
  119400. * Gets the current class name
  119401. * @returns the class name
  119402. */
  119403. getClassName(): string;
  119404. /**
  119405. * Gets the input component
  119406. */
  119407. readonly input: NodeMaterialConnectionPoint;
  119408. /**
  119409. * Gets the output component
  119410. */
  119411. readonly output: NodeMaterialConnectionPoint;
  119412. protected _buildBlock(state: NodeMaterialBuildState): this;
  119413. protected _dumpPropertiesCode(): string;
  119414. serialize(): any;
  119415. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119416. }
  119417. }
  119418. declare module BABYLON {
  119419. /**
  119420. * Block used to normalize a vector
  119421. */
  119422. export class NormalizeBlock extends NodeMaterialBlock {
  119423. /**
  119424. * Creates a new NormalizeBlock
  119425. * @param name defines the block name
  119426. */
  119427. constructor(name: string);
  119428. /**
  119429. * Gets the current class name
  119430. * @returns the class name
  119431. */
  119432. getClassName(): string;
  119433. /**
  119434. * Gets the input component
  119435. */
  119436. readonly input: NodeMaterialConnectionPoint;
  119437. /**
  119438. * Gets the output component
  119439. */
  119440. readonly output: NodeMaterialConnectionPoint;
  119441. protected _buildBlock(state: NodeMaterialBuildState): this;
  119442. }
  119443. }
  119444. declare module BABYLON {
  119445. /**
  119446. * Operations supported by the Trigonometry block
  119447. */
  119448. export enum TrigonometryBlockOperations {
  119449. /** Cos */
  119450. Cos = 0,
  119451. /** Sin */
  119452. Sin = 1,
  119453. /** Abs */
  119454. Abs = 2,
  119455. /** Exp */
  119456. Exp = 3,
  119457. /** Exp2 */
  119458. Exp2 = 4,
  119459. /** Round */
  119460. Round = 5,
  119461. /** Floor */
  119462. Floor = 6,
  119463. /** Ceiling */
  119464. Ceiling = 7
  119465. }
  119466. /**
  119467. * Block used to apply trigonometry operation to floats
  119468. */
  119469. export class TrigonometryBlock extends NodeMaterialBlock {
  119470. /**
  119471. * Gets or sets the operation applied by the block
  119472. */
  119473. operation: TrigonometryBlockOperations;
  119474. /**
  119475. * Creates a new TrigonometryBlock
  119476. * @param name defines the block name
  119477. */
  119478. constructor(name: string);
  119479. /**
  119480. * Gets the current class name
  119481. * @returns the class name
  119482. */
  119483. getClassName(): string;
  119484. /**
  119485. * Gets the input component
  119486. */
  119487. readonly input: NodeMaterialConnectionPoint;
  119488. /**
  119489. * Gets the output component
  119490. */
  119491. readonly output: NodeMaterialConnectionPoint;
  119492. protected _buildBlock(state: NodeMaterialBuildState): this;
  119493. serialize(): any;
  119494. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119495. }
  119496. }
  119497. declare module BABYLON {
  119498. /**
  119499. * Block used to create a Color3/4 out of individual inputs (one for each component)
  119500. */
  119501. export class ColorMergerBlock extends NodeMaterialBlock {
  119502. /**
  119503. * Create a new ColorMergerBlock
  119504. * @param name defines the block name
  119505. */
  119506. constructor(name: string);
  119507. /**
  119508. * Gets the current class name
  119509. * @returns the class name
  119510. */
  119511. getClassName(): string;
  119512. /**
  119513. * Gets the r component (input)
  119514. */
  119515. readonly r: NodeMaterialConnectionPoint;
  119516. /**
  119517. * Gets the g component (input)
  119518. */
  119519. readonly g: NodeMaterialConnectionPoint;
  119520. /**
  119521. * Gets the b component (input)
  119522. */
  119523. readonly b: NodeMaterialConnectionPoint;
  119524. /**
  119525. * Gets the a component (input)
  119526. */
  119527. readonly a: NodeMaterialConnectionPoint;
  119528. /**
  119529. * Gets the rgba component (output)
  119530. */
  119531. readonly rgba: NodeMaterialConnectionPoint;
  119532. /**
  119533. * Gets the rgb component (output)
  119534. */
  119535. readonly rgb: NodeMaterialConnectionPoint;
  119536. protected _buildBlock(state: NodeMaterialBuildState): this;
  119537. }
  119538. }
  119539. declare module BABYLON {
  119540. /**
  119541. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  119542. */
  119543. export class VectorMergerBlock extends NodeMaterialBlock {
  119544. /**
  119545. * Create a new VectorMergerBlock
  119546. * @param name defines the block name
  119547. */
  119548. constructor(name: string);
  119549. /**
  119550. * Gets the current class name
  119551. * @returns the class name
  119552. */
  119553. getClassName(): string;
  119554. /**
  119555. * Gets the x component (input)
  119556. */
  119557. readonly x: NodeMaterialConnectionPoint;
  119558. /**
  119559. * Gets the y component (input)
  119560. */
  119561. readonly y: NodeMaterialConnectionPoint;
  119562. /**
  119563. * Gets the z component (input)
  119564. */
  119565. readonly z: NodeMaterialConnectionPoint;
  119566. /**
  119567. * Gets the w component (input)
  119568. */
  119569. readonly w: NodeMaterialConnectionPoint;
  119570. /**
  119571. * Gets the xyzw component (output)
  119572. */
  119573. readonly xyzw: NodeMaterialConnectionPoint;
  119574. /**
  119575. * Gets the xyz component (output)
  119576. */
  119577. readonly xyz: NodeMaterialConnectionPoint;
  119578. /**
  119579. * Gets the xy component (output)
  119580. */
  119581. readonly xy: NodeMaterialConnectionPoint;
  119582. protected _buildBlock(state: NodeMaterialBuildState): this;
  119583. }
  119584. }
  119585. declare module BABYLON {
  119586. /**
  119587. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  119588. */
  119589. export class ColorSplitterBlock extends NodeMaterialBlock {
  119590. /**
  119591. * Create a new ColorSplitterBlock
  119592. * @param name defines the block name
  119593. */
  119594. constructor(name: string);
  119595. /**
  119596. * Gets the current class name
  119597. * @returns the class name
  119598. */
  119599. getClassName(): string;
  119600. /**
  119601. * Gets the rgba component (input)
  119602. */
  119603. readonly rgba: NodeMaterialConnectionPoint;
  119604. /**
  119605. * Gets the rgb component (input)
  119606. */
  119607. readonly rgbIn: NodeMaterialConnectionPoint;
  119608. /**
  119609. * Gets the rgb component (output)
  119610. */
  119611. readonly rgbOut: NodeMaterialConnectionPoint;
  119612. /**
  119613. * Gets the r component (output)
  119614. */
  119615. readonly r: NodeMaterialConnectionPoint;
  119616. /**
  119617. * Gets the g component (output)
  119618. */
  119619. readonly g: NodeMaterialConnectionPoint;
  119620. /**
  119621. * Gets the b component (output)
  119622. */
  119623. readonly b: NodeMaterialConnectionPoint;
  119624. /**
  119625. * Gets the a component (output)
  119626. */
  119627. readonly a: NodeMaterialConnectionPoint;
  119628. protected _inputRename(name: string): string;
  119629. protected _outputRename(name: string): string;
  119630. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  119631. }
  119632. }
  119633. declare module BABYLON {
  119634. /**
  119635. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  119636. */
  119637. export class VectorSplitterBlock extends NodeMaterialBlock {
  119638. /**
  119639. * Create a new VectorSplitterBlock
  119640. * @param name defines the block name
  119641. */
  119642. constructor(name: string);
  119643. /**
  119644. * Gets the current class name
  119645. * @returns the class name
  119646. */
  119647. getClassName(): string;
  119648. /**
  119649. * Gets the xyzw component (input)
  119650. */
  119651. readonly xyzw: NodeMaterialConnectionPoint;
  119652. /**
  119653. * Gets the xyz component (input)
  119654. */
  119655. readonly xyzIn: NodeMaterialConnectionPoint;
  119656. /**
  119657. * Gets the xy component (input)
  119658. */
  119659. readonly xyIn: NodeMaterialConnectionPoint;
  119660. /**
  119661. * Gets the xyz component (output)
  119662. */
  119663. readonly xyzOut: NodeMaterialConnectionPoint;
  119664. /**
  119665. * Gets the xy component (output)
  119666. */
  119667. readonly xyOut: NodeMaterialConnectionPoint;
  119668. /**
  119669. * Gets the x component (output)
  119670. */
  119671. readonly x: NodeMaterialConnectionPoint;
  119672. /**
  119673. * Gets the y component (output)
  119674. */
  119675. readonly y: NodeMaterialConnectionPoint;
  119676. /**
  119677. * Gets the z component (output)
  119678. */
  119679. readonly z: NodeMaterialConnectionPoint;
  119680. /**
  119681. * Gets the w component (output)
  119682. */
  119683. readonly w: NodeMaterialConnectionPoint;
  119684. protected _inputRename(name: string): string;
  119685. protected _outputRename(name: string): string;
  119686. protected _buildBlock(state: NodeMaterialBuildState): this;
  119687. }
  119688. }
  119689. declare module BABYLON {
  119690. /**
  119691. * Block used to lerp 2 values
  119692. */
  119693. export class LerpBlock extends NodeMaterialBlock {
  119694. /**
  119695. * Creates a new LerpBlock
  119696. * @param name defines the block name
  119697. */
  119698. constructor(name: string);
  119699. /**
  119700. * Gets the current class name
  119701. * @returns the class name
  119702. */
  119703. getClassName(): string;
  119704. /**
  119705. * Gets the left operand input component
  119706. */
  119707. readonly left: NodeMaterialConnectionPoint;
  119708. /**
  119709. * Gets the right operand input component
  119710. */
  119711. readonly right: NodeMaterialConnectionPoint;
  119712. /**
  119713. * Gets the gradient operand input component
  119714. */
  119715. readonly gradient: NodeMaterialConnectionPoint;
  119716. /**
  119717. * Gets the output component
  119718. */
  119719. readonly output: NodeMaterialConnectionPoint;
  119720. protected _buildBlock(state: NodeMaterialBuildState): this;
  119721. }
  119722. }
  119723. declare module BABYLON {
  119724. /**
  119725. * Block used to divide 2 vectors
  119726. */
  119727. export class DivideBlock extends NodeMaterialBlock {
  119728. /**
  119729. * Creates a new DivideBlock
  119730. * @param name defines the block name
  119731. */
  119732. constructor(name: string);
  119733. /**
  119734. * Gets the current class name
  119735. * @returns the class name
  119736. */
  119737. getClassName(): string;
  119738. /**
  119739. * Gets the left operand input component
  119740. */
  119741. readonly left: NodeMaterialConnectionPoint;
  119742. /**
  119743. * Gets the right operand input component
  119744. */
  119745. readonly right: NodeMaterialConnectionPoint;
  119746. /**
  119747. * Gets the output component
  119748. */
  119749. readonly output: NodeMaterialConnectionPoint;
  119750. protected _buildBlock(state: NodeMaterialBuildState): this;
  119751. }
  119752. }
  119753. declare module BABYLON {
  119754. /**
  119755. * Block used to subtract 2 vectors
  119756. */
  119757. export class SubtractBlock extends NodeMaterialBlock {
  119758. /**
  119759. * Creates a new SubtractBlock
  119760. * @param name defines the block name
  119761. */
  119762. constructor(name: string);
  119763. /**
  119764. * Gets the current class name
  119765. * @returns the class name
  119766. */
  119767. getClassName(): string;
  119768. /**
  119769. * Gets the left operand input component
  119770. */
  119771. readonly left: NodeMaterialConnectionPoint;
  119772. /**
  119773. * Gets the right operand input component
  119774. */
  119775. readonly right: NodeMaterialConnectionPoint;
  119776. /**
  119777. * Gets the output component
  119778. */
  119779. readonly output: NodeMaterialConnectionPoint;
  119780. protected _buildBlock(state: NodeMaterialBuildState): this;
  119781. }
  119782. }
  119783. declare module BABYLON {
  119784. /**
  119785. * Block used to step a value
  119786. */
  119787. export class StepBlock extends NodeMaterialBlock {
  119788. /**
  119789. * Creates a new AddBlock
  119790. * @param name defines the block name
  119791. */
  119792. constructor(name: string);
  119793. /**
  119794. * Gets the current class name
  119795. * @returns the class name
  119796. */
  119797. getClassName(): string;
  119798. /**
  119799. * Gets the value operand input component
  119800. */
  119801. readonly value: NodeMaterialConnectionPoint;
  119802. /**
  119803. * Gets the edge operand input component
  119804. */
  119805. readonly edge: NodeMaterialConnectionPoint;
  119806. /**
  119807. * Gets the output component
  119808. */
  119809. readonly output: NodeMaterialConnectionPoint;
  119810. protected _buildBlock(state: NodeMaterialBuildState): this;
  119811. }
  119812. }
  119813. declare module BABYLON {
  119814. /**
  119815. * Block used to get the opposite of a value
  119816. */
  119817. export class OppositeBlock extends NodeMaterialBlock {
  119818. /**
  119819. * Creates a new OppositeBlock
  119820. * @param name defines the block name
  119821. */
  119822. constructor(name: string);
  119823. /**
  119824. * Gets the current class name
  119825. * @returns the class name
  119826. */
  119827. getClassName(): string;
  119828. /**
  119829. * Gets the input component
  119830. */
  119831. readonly input: NodeMaterialConnectionPoint;
  119832. /**
  119833. * Gets the output component
  119834. */
  119835. readonly output: NodeMaterialConnectionPoint;
  119836. protected _buildBlock(state: NodeMaterialBuildState): this;
  119837. }
  119838. }
  119839. declare module BABYLON {
  119840. /**
  119841. * Block used to get the view direction
  119842. */
  119843. export class ViewDirectionBlock extends NodeMaterialBlock {
  119844. /**
  119845. * Creates a new ViewDirectionBlock
  119846. * @param name defines the block name
  119847. */
  119848. constructor(name: string);
  119849. /**
  119850. * Gets the current class name
  119851. * @returns the class name
  119852. */
  119853. getClassName(): string;
  119854. /**
  119855. * Gets the world position component
  119856. */
  119857. readonly worldPosition: NodeMaterialConnectionPoint;
  119858. /**
  119859. * Gets the camera position component
  119860. */
  119861. readonly cameraPosition: NodeMaterialConnectionPoint;
  119862. /**
  119863. * Gets the output component
  119864. */
  119865. readonly output: NodeMaterialConnectionPoint;
  119866. autoConfigure(material: NodeMaterial): void;
  119867. protected _buildBlock(state: NodeMaterialBuildState): this;
  119868. }
  119869. }
  119870. declare module BABYLON {
  119871. /**
  119872. * Block used to compute fresnel value
  119873. */
  119874. export class FresnelBlock extends NodeMaterialBlock {
  119875. /**
  119876. * Create a new FresnelBlock
  119877. * @param name defines the block name
  119878. */
  119879. constructor(name: string);
  119880. /**
  119881. * Gets the current class name
  119882. * @returns the class name
  119883. */
  119884. getClassName(): string;
  119885. /**
  119886. * Gets the world normal input component
  119887. */
  119888. readonly worldNormal: NodeMaterialConnectionPoint;
  119889. /**
  119890. * Gets the view direction input component
  119891. */
  119892. readonly viewDirection: NodeMaterialConnectionPoint;
  119893. /**
  119894. * Gets the bias input component
  119895. */
  119896. readonly bias: NodeMaterialConnectionPoint;
  119897. /**
  119898. * Gets the camera (or eye) position component
  119899. */
  119900. readonly power: NodeMaterialConnectionPoint;
  119901. /**
  119902. * Gets the fresnel output component
  119903. */
  119904. readonly fresnel: NodeMaterialConnectionPoint;
  119905. autoConfigure(material: NodeMaterial): void;
  119906. protected _buildBlock(state: NodeMaterialBuildState): this;
  119907. }
  119908. }
  119909. declare module BABYLON {
  119910. /**
  119911. * Block used to get the max of 2 values
  119912. */
  119913. export class MaxBlock extends NodeMaterialBlock {
  119914. /**
  119915. * Creates a new MaxBlock
  119916. * @param name defines the block name
  119917. */
  119918. constructor(name: string);
  119919. /**
  119920. * Gets the current class name
  119921. * @returns the class name
  119922. */
  119923. getClassName(): string;
  119924. /**
  119925. * Gets the left operand input component
  119926. */
  119927. readonly left: NodeMaterialConnectionPoint;
  119928. /**
  119929. * Gets the right operand input component
  119930. */
  119931. readonly right: NodeMaterialConnectionPoint;
  119932. /**
  119933. * Gets the output component
  119934. */
  119935. readonly output: NodeMaterialConnectionPoint;
  119936. protected _buildBlock(state: NodeMaterialBuildState): this;
  119937. }
  119938. }
  119939. declare module BABYLON {
  119940. /**
  119941. * Block used to get the min of 2 values
  119942. */
  119943. export class MinBlock extends NodeMaterialBlock {
  119944. /**
  119945. * Creates a new MinBlock
  119946. * @param name defines the block name
  119947. */
  119948. constructor(name: string);
  119949. /**
  119950. * Gets the current class name
  119951. * @returns the class name
  119952. */
  119953. getClassName(): string;
  119954. /**
  119955. * Gets the left operand input component
  119956. */
  119957. readonly left: NodeMaterialConnectionPoint;
  119958. /**
  119959. * Gets the right operand input component
  119960. */
  119961. readonly right: NodeMaterialConnectionPoint;
  119962. /**
  119963. * Gets the output component
  119964. */
  119965. readonly output: NodeMaterialConnectionPoint;
  119966. protected _buildBlock(state: NodeMaterialBuildState): this;
  119967. }
  119968. }
  119969. declare module BABYLON {
  119970. /**
  119971. * Effect Render Options
  119972. */
  119973. export interface IEffectRendererOptions {
  119974. /**
  119975. * Defines the vertices positions.
  119976. */
  119977. positions?: number[];
  119978. /**
  119979. * Defines the indices.
  119980. */
  119981. indices?: number[];
  119982. }
  119983. /**
  119984. * Helper class to render one or more effects
  119985. */
  119986. export class EffectRenderer {
  119987. private engine;
  119988. private static _DefaultOptions;
  119989. private _vertexBuffers;
  119990. private _indexBuffer;
  119991. private _ringBufferIndex;
  119992. private _ringScreenBuffer;
  119993. private _fullscreenViewport;
  119994. private _getNextFrameBuffer;
  119995. /**
  119996. * Creates an effect renderer
  119997. * @param engine the engine to use for rendering
  119998. * @param options defines the options of the effect renderer
  119999. */
  120000. constructor(engine: Engine, options?: IEffectRendererOptions);
  120001. /**
  120002. * Sets the current viewport in normalized coordinates 0-1
  120003. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  120004. */
  120005. setViewport(viewport?: Viewport): void;
  120006. /**
  120007. * Binds the embedded attributes buffer to the effect.
  120008. * @param effect Defines the effect to bind the attributes for
  120009. */
  120010. bindBuffers(effect: Effect): void;
  120011. /**
  120012. * Sets the current effect wrapper to use during draw.
  120013. * The effect needs to be ready before calling this api.
  120014. * This also sets the default full screen position attribute.
  120015. * @param effectWrapper Defines the effect to draw with
  120016. */
  120017. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  120018. /**
  120019. * Draws a full screen quad.
  120020. */
  120021. draw(): void;
  120022. /**
  120023. * renders one or more effects to a specified texture
  120024. * @param effectWrappers list of effects to renderer
  120025. * @param outputTexture texture to draw to, if null it will render to the screen
  120026. */
  120027. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  120028. /**
  120029. * Disposes of the effect renderer
  120030. */
  120031. dispose(): void;
  120032. }
  120033. /**
  120034. * Options to create an EffectWrapper
  120035. */
  120036. interface EffectWrapperCreationOptions {
  120037. /**
  120038. * Engine to use to create the effect
  120039. */
  120040. engine: Engine;
  120041. /**
  120042. * Fragment shader for the effect
  120043. */
  120044. fragmentShader: string;
  120045. /**
  120046. * Vertex shader for the effect
  120047. */
  120048. vertexShader?: string;
  120049. /**
  120050. * Attributes to use in the shader
  120051. */
  120052. attributeNames?: Array<string>;
  120053. /**
  120054. * Uniforms to use in the shader
  120055. */
  120056. uniformNames?: Array<string>;
  120057. /**
  120058. * Texture sampler names to use in the shader
  120059. */
  120060. samplerNames?: Array<string>;
  120061. /**
  120062. * The friendly name of the effect displayed in Spector.
  120063. */
  120064. name?: string;
  120065. }
  120066. /**
  120067. * Wraps an effect to be used for rendering
  120068. */
  120069. export class EffectWrapper {
  120070. /**
  120071. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  120072. */
  120073. onApplyObservable: Observable<{}>;
  120074. /**
  120075. * The underlying effect
  120076. */
  120077. effect: Effect;
  120078. /**
  120079. * Creates an effect to be renderer
  120080. * @param creationOptions options to create the effect
  120081. */
  120082. constructor(creationOptions: EffectWrapperCreationOptions);
  120083. /**
  120084. * Disposes of the effect wrapper
  120085. */
  120086. dispose(): void;
  120087. }
  120088. }
  120089. declare module BABYLON {
  120090. /**
  120091. * Helper class to push actions to a pool of workers.
  120092. */
  120093. export class WorkerPool implements IDisposable {
  120094. private _workerInfos;
  120095. private _pendingActions;
  120096. /**
  120097. * Constructor
  120098. * @param workers Array of workers to use for actions
  120099. */
  120100. constructor(workers: Array<Worker>);
  120101. /**
  120102. * Terminates all workers and clears any pending actions.
  120103. */
  120104. dispose(): void;
  120105. /**
  120106. * Pushes an action to the worker pool. If all the workers are active, the action will be
  120107. * pended until a worker has completed its action.
  120108. * @param action The action to perform. Call onComplete when the action is complete.
  120109. */
  120110. push(action: (worker: Worker, onComplete: () => void) => void): void;
  120111. private _execute;
  120112. }
  120113. }
  120114. declare module BABYLON {
  120115. /**
  120116. * Configuration for Draco compression
  120117. */
  120118. export interface IDracoCompressionConfiguration {
  120119. /**
  120120. * Configuration for the decoder.
  120121. */
  120122. decoder: {
  120123. /**
  120124. * The url to the WebAssembly module.
  120125. */
  120126. wasmUrl?: string;
  120127. /**
  120128. * The url to the WebAssembly binary.
  120129. */
  120130. wasmBinaryUrl?: string;
  120131. /**
  120132. * The url to the fallback JavaScript module.
  120133. */
  120134. fallbackUrl?: string;
  120135. };
  120136. }
  120137. /**
  120138. * Draco compression (https://google.github.io/draco/)
  120139. *
  120140. * This class wraps the Draco module.
  120141. *
  120142. * **Encoder**
  120143. *
  120144. * The encoder is not currently implemented.
  120145. *
  120146. * **Decoder**
  120147. *
  120148. * 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.
  120149. *
  120150. * To update the configuration, use the following code:
  120151. * ```javascript
  120152. * DracoCompression.Configuration = {
  120153. * decoder: {
  120154. * wasmUrl: "<url to the WebAssembly library>",
  120155. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  120156. * fallbackUrl: "<url to the fallback JavaScript library>",
  120157. * }
  120158. * };
  120159. * ```
  120160. *
  120161. * 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.
  120162. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  120163. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  120164. *
  120165. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  120166. * ```javascript
  120167. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  120168. * ```
  120169. *
  120170. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  120171. */
  120172. export class DracoCompression implements IDisposable {
  120173. private _workerPoolPromise?;
  120174. private _decoderModulePromise?;
  120175. /**
  120176. * The configuration. Defaults to the following urls:
  120177. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  120178. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  120179. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  120180. */
  120181. static Configuration: IDracoCompressionConfiguration;
  120182. /**
  120183. * Returns true if the decoder configuration is available.
  120184. */
  120185. static readonly DecoderAvailable: boolean;
  120186. /**
  120187. * Default number of workers to create when creating the draco compression object.
  120188. */
  120189. static DefaultNumWorkers: number;
  120190. private static GetDefaultNumWorkers;
  120191. private static _Default;
  120192. /**
  120193. * Default instance for the draco compression object.
  120194. */
  120195. static readonly Default: DracoCompression;
  120196. /**
  120197. * Constructor
  120198. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  120199. */
  120200. constructor(numWorkers?: number);
  120201. /**
  120202. * Stop all async operations and release resources.
  120203. */
  120204. dispose(): void;
  120205. /**
  120206. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  120207. * @returns a promise that resolves when ready
  120208. */
  120209. whenReadyAsync(): Promise<void>;
  120210. /**
  120211. * Decode Draco compressed mesh data to vertex data.
  120212. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  120213. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  120214. * @returns A promise that resolves with the decoded vertex data
  120215. */
  120216. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  120217. [kind: string]: number;
  120218. }): Promise<VertexData>;
  120219. }
  120220. }
  120221. declare module BABYLON {
  120222. /**
  120223. * Class for building Constructive Solid Geometry
  120224. */
  120225. export class CSG {
  120226. private polygons;
  120227. /**
  120228. * The world matrix
  120229. */
  120230. matrix: Matrix;
  120231. /**
  120232. * Stores the position
  120233. */
  120234. position: Vector3;
  120235. /**
  120236. * Stores the rotation
  120237. */
  120238. rotation: Vector3;
  120239. /**
  120240. * Stores the rotation quaternion
  120241. */
  120242. rotationQuaternion: Nullable<Quaternion>;
  120243. /**
  120244. * Stores the scaling vector
  120245. */
  120246. scaling: Vector3;
  120247. /**
  120248. * Convert the Mesh to CSG
  120249. * @param mesh The Mesh to convert to CSG
  120250. * @returns A new CSG from the Mesh
  120251. */
  120252. static FromMesh(mesh: Mesh): CSG;
  120253. /**
  120254. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  120255. * @param polygons Polygons used to construct a CSG solid
  120256. */
  120257. private static FromPolygons;
  120258. /**
  120259. * Clones, or makes a deep copy, of the CSG
  120260. * @returns A new CSG
  120261. */
  120262. clone(): CSG;
  120263. /**
  120264. * Unions this CSG with another CSG
  120265. * @param csg The CSG to union against this CSG
  120266. * @returns The unioned CSG
  120267. */
  120268. union(csg: CSG): CSG;
  120269. /**
  120270. * Unions this CSG with another CSG in place
  120271. * @param csg The CSG to union against this CSG
  120272. */
  120273. unionInPlace(csg: CSG): void;
  120274. /**
  120275. * Subtracts this CSG with another CSG
  120276. * @param csg The CSG to subtract against this CSG
  120277. * @returns A new CSG
  120278. */
  120279. subtract(csg: CSG): CSG;
  120280. /**
  120281. * Subtracts this CSG with another CSG in place
  120282. * @param csg The CSG to subtact against this CSG
  120283. */
  120284. subtractInPlace(csg: CSG): void;
  120285. /**
  120286. * Intersect this CSG with another CSG
  120287. * @param csg The CSG to intersect against this CSG
  120288. * @returns A new CSG
  120289. */
  120290. intersect(csg: CSG): CSG;
  120291. /**
  120292. * Intersects this CSG with another CSG in place
  120293. * @param csg The CSG to intersect against this CSG
  120294. */
  120295. intersectInPlace(csg: CSG): void;
  120296. /**
  120297. * Return a new CSG solid with solid and empty space switched. This solid is
  120298. * not modified.
  120299. * @returns A new CSG solid with solid and empty space switched
  120300. */
  120301. inverse(): CSG;
  120302. /**
  120303. * Inverses the CSG in place
  120304. */
  120305. inverseInPlace(): void;
  120306. /**
  120307. * This is used to keep meshes transformations so they can be restored
  120308. * when we build back a Babylon Mesh
  120309. * NB : All CSG operations are performed in world coordinates
  120310. * @param csg The CSG to copy the transform attributes from
  120311. * @returns This CSG
  120312. */
  120313. copyTransformAttributes(csg: CSG): CSG;
  120314. /**
  120315. * Build Raw mesh from CSG
  120316. * Coordinates here are in world space
  120317. * @param name The name of the mesh geometry
  120318. * @param scene The Scene
  120319. * @param keepSubMeshes Specifies if the submeshes should be kept
  120320. * @returns A new Mesh
  120321. */
  120322. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  120323. /**
  120324. * Build Mesh from CSG taking material and transforms into account
  120325. * @param name The name of the Mesh
  120326. * @param material The material of the Mesh
  120327. * @param scene The Scene
  120328. * @param keepSubMeshes Specifies if submeshes should be kept
  120329. * @returns The new Mesh
  120330. */
  120331. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  120332. }
  120333. }
  120334. declare module BABYLON {
  120335. /**
  120336. * Class used to create a trail following a mesh
  120337. */
  120338. export class TrailMesh extends Mesh {
  120339. private _generator;
  120340. private _autoStart;
  120341. private _running;
  120342. private _diameter;
  120343. private _length;
  120344. private _sectionPolygonPointsCount;
  120345. private _sectionVectors;
  120346. private _sectionNormalVectors;
  120347. private _beforeRenderObserver;
  120348. /**
  120349. * @constructor
  120350. * @param name The value used by scene.getMeshByName() to do a lookup.
  120351. * @param generator The mesh to generate a trail.
  120352. * @param scene The scene to add this mesh to.
  120353. * @param diameter Diameter of trailing mesh. Default is 1.
  120354. * @param length Length of trailing mesh. Default is 60.
  120355. * @param autoStart Automatically start trailing mesh. Default true.
  120356. */
  120357. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  120358. /**
  120359. * "TrailMesh"
  120360. * @returns "TrailMesh"
  120361. */
  120362. getClassName(): string;
  120363. private _createMesh;
  120364. /**
  120365. * Start trailing mesh.
  120366. */
  120367. start(): void;
  120368. /**
  120369. * Stop trailing mesh.
  120370. */
  120371. stop(): void;
  120372. /**
  120373. * Update trailing mesh geometry.
  120374. */
  120375. update(): void;
  120376. /**
  120377. * Returns a new TrailMesh object.
  120378. * @param name is a string, the name given to the new mesh
  120379. * @param newGenerator use new generator object for cloned trail mesh
  120380. * @returns a new mesh
  120381. */
  120382. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  120383. /**
  120384. * Serializes this trail mesh
  120385. * @param serializationObject object to write serialization to
  120386. */
  120387. serialize(serializationObject: any): void;
  120388. /**
  120389. * Parses a serialized trail mesh
  120390. * @param parsedMesh the serialized mesh
  120391. * @param scene the scene to create the trail mesh in
  120392. * @returns the created trail mesh
  120393. */
  120394. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  120395. }
  120396. }
  120397. declare module BABYLON {
  120398. /**
  120399. * Class containing static functions to help procedurally build meshes
  120400. */
  120401. export class TiledBoxBuilder {
  120402. /**
  120403. * Creates a box mesh
  120404. * 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)
  120405. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120406. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120407. * * 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
  120408. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120409. * @param name defines the name of the mesh
  120410. * @param options defines the options used to create the mesh
  120411. * @param scene defines the hosting scene
  120412. * @returns the box mesh
  120413. */
  120414. static CreateTiledBox(name: string, options: {
  120415. pattern?: number;
  120416. width?: number;
  120417. height?: number;
  120418. depth?: number;
  120419. tileSize?: number;
  120420. tileWidth?: number;
  120421. tileHeight?: number;
  120422. alignHorizontal?: number;
  120423. alignVertical?: number;
  120424. faceUV?: Vector4[];
  120425. faceColors?: Color4[];
  120426. sideOrientation?: number;
  120427. updatable?: boolean;
  120428. }, scene?: Nullable<Scene>): Mesh;
  120429. }
  120430. }
  120431. declare module BABYLON {
  120432. /**
  120433. * Class containing static functions to help procedurally build meshes
  120434. */
  120435. export class TorusKnotBuilder {
  120436. /**
  120437. * Creates a torus knot mesh
  120438. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  120439. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  120440. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  120441. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  120442. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120443. * * 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
  120444. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120445. * @param name defines the name of the mesh
  120446. * @param options defines the options used to create the mesh
  120447. * @param scene defines the hosting scene
  120448. * @returns the torus knot mesh
  120449. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  120450. */
  120451. static CreateTorusKnot(name: string, options: {
  120452. radius?: number;
  120453. tube?: number;
  120454. radialSegments?: number;
  120455. tubularSegments?: number;
  120456. p?: number;
  120457. q?: number;
  120458. updatable?: boolean;
  120459. sideOrientation?: number;
  120460. frontUVs?: Vector4;
  120461. backUVs?: Vector4;
  120462. }, scene: any): Mesh;
  120463. }
  120464. }
  120465. declare module BABYLON {
  120466. /**
  120467. * Polygon
  120468. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  120469. */
  120470. export class Polygon {
  120471. /**
  120472. * Creates a rectangle
  120473. * @param xmin bottom X coord
  120474. * @param ymin bottom Y coord
  120475. * @param xmax top X coord
  120476. * @param ymax top Y coord
  120477. * @returns points that make the resulting rectation
  120478. */
  120479. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  120480. /**
  120481. * Creates a circle
  120482. * @param radius radius of circle
  120483. * @param cx scale in x
  120484. * @param cy scale in y
  120485. * @param numberOfSides number of sides that make up the circle
  120486. * @returns points that make the resulting circle
  120487. */
  120488. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  120489. /**
  120490. * Creates a polygon from input string
  120491. * @param input Input polygon data
  120492. * @returns the parsed points
  120493. */
  120494. static Parse(input: string): Vector2[];
  120495. /**
  120496. * Starts building a polygon from x and y coordinates
  120497. * @param x x coordinate
  120498. * @param y y coordinate
  120499. * @returns the started path2
  120500. */
  120501. static StartingAt(x: number, y: number): Path2;
  120502. }
  120503. /**
  120504. * Builds a polygon
  120505. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  120506. */
  120507. export class PolygonMeshBuilder {
  120508. private _points;
  120509. private _outlinepoints;
  120510. private _holes;
  120511. private _name;
  120512. private _scene;
  120513. private _epoints;
  120514. private _eholes;
  120515. private _addToepoint;
  120516. /**
  120517. * Babylon reference to the earcut plugin.
  120518. */
  120519. bjsEarcut: any;
  120520. /**
  120521. * Creates a PolygonMeshBuilder
  120522. * @param name name of the builder
  120523. * @param contours Path of the polygon
  120524. * @param scene scene to add to when creating the mesh
  120525. * @param earcutInjection can be used to inject your own earcut reference
  120526. */
  120527. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  120528. /**
  120529. * Adds a whole within the polygon
  120530. * @param hole Array of points defining the hole
  120531. * @returns this
  120532. */
  120533. addHole(hole: Vector2[]): PolygonMeshBuilder;
  120534. /**
  120535. * Creates the polygon
  120536. * @param updatable If the mesh should be updatable
  120537. * @param depth The depth of the mesh created
  120538. * @returns the created mesh
  120539. */
  120540. build(updatable?: boolean, depth?: number): Mesh;
  120541. /**
  120542. * Creates the polygon
  120543. * @param depth The depth of the mesh created
  120544. * @returns the created VertexData
  120545. */
  120546. buildVertexData(depth?: number): VertexData;
  120547. /**
  120548. * Adds a side to the polygon
  120549. * @param positions points that make the polygon
  120550. * @param normals normals of the polygon
  120551. * @param uvs uvs of the polygon
  120552. * @param indices indices of the polygon
  120553. * @param bounds bounds of the polygon
  120554. * @param points points of the polygon
  120555. * @param depth depth of the polygon
  120556. * @param flip flip of the polygon
  120557. */
  120558. private addSide;
  120559. }
  120560. }
  120561. declare module BABYLON {
  120562. /**
  120563. * Class containing static functions to help procedurally build meshes
  120564. */
  120565. export class PolygonBuilder {
  120566. /**
  120567. * Creates a polygon mesh
  120568. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  120569. * * 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
  120570. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  120571. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120572. * * 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)
  120573. * * Remember you can only change the shape positions, not their number when updating a polygon
  120574. * @param name defines the name of the mesh
  120575. * @param options defines the options used to create the mesh
  120576. * @param scene defines the hosting scene
  120577. * @param earcutInjection can be used to inject your own earcut reference
  120578. * @returns the polygon mesh
  120579. */
  120580. static CreatePolygon(name: string, options: {
  120581. shape: Vector3[];
  120582. holes?: Vector3[][];
  120583. depth?: number;
  120584. faceUV?: Vector4[];
  120585. faceColors?: Color4[];
  120586. updatable?: boolean;
  120587. sideOrientation?: number;
  120588. frontUVs?: Vector4;
  120589. backUVs?: Vector4;
  120590. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120591. /**
  120592. * Creates an extruded polygon mesh, with depth in the Y direction.
  120593. * * 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)
  120594. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120595. * @param name defines the name of the mesh
  120596. * @param options defines the options used to create the mesh
  120597. * @param scene defines the hosting scene
  120598. * @param earcutInjection can be used to inject your own earcut reference
  120599. * @returns the polygon mesh
  120600. */
  120601. static ExtrudePolygon(name: string, options: {
  120602. shape: Vector3[];
  120603. holes?: Vector3[][];
  120604. depth?: number;
  120605. faceUV?: Vector4[];
  120606. faceColors?: Color4[];
  120607. updatable?: boolean;
  120608. sideOrientation?: number;
  120609. frontUVs?: Vector4;
  120610. backUVs?: Vector4;
  120611. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120612. }
  120613. }
  120614. declare module BABYLON {
  120615. /**
  120616. * Class containing static functions to help procedurally build meshes
  120617. */
  120618. export class LatheBuilder {
  120619. /**
  120620. * Creates lathe mesh.
  120621. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  120622. * * 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
  120623. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  120624. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  120625. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  120626. * * 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
  120627. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  120628. * * 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
  120629. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120630. * * 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
  120631. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120632. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120633. * @param name defines the name of the mesh
  120634. * @param options defines the options used to create the mesh
  120635. * @param scene defines the hosting scene
  120636. * @returns the lathe mesh
  120637. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  120638. */
  120639. static CreateLathe(name: string, options: {
  120640. shape: Vector3[];
  120641. radius?: number;
  120642. tessellation?: number;
  120643. clip?: number;
  120644. arc?: number;
  120645. closed?: boolean;
  120646. updatable?: boolean;
  120647. sideOrientation?: number;
  120648. frontUVs?: Vector4;
  120649. backUVs?: Vector4;
  120650. cap?: number;
  120651. invertUV?: boolean;
  120652. }, scene?: Nullable<Scene>): Mesh;
  120653. }
  120654. }
  120655. declare module BABYLON {
  120656. /**
  120657. * Class containing static functions to help procedurally build meshes
  120658. */
  120659. export class TiledPlaneBuilder {
  120660. /**
  120661. * Creates a tiled plane mesh
  120662. * * The parameter `pattern` will, depending on value, do nothing or
  120663. * * * flip (reflect about central vertical) alternate tiles across and up
  120664. * * * flip every tile on alternate rows
  120665. * * * rotate (180 degs) alternate tiles across and up
  120666. * * * rotate every tile on alternate rows
  120667. * * * flip and rotate alternate tiles across and up
  120668. * * * flip and rotate every tile on alternate rows
  120669. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  120670. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  120671. * * 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
  120672. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  120673. * * 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)
  120674. * * 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)
  120675. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  120676. * @param name defines the name of the mesh
  120677. * @param options defines the options used to create the mesh
  120678. * @param scene defines the hosting scene
  120679. * @returns the box mesh
  120680. */
  120681. static CreateTiledPlane(name: string, options: {
  120682. pattern?: number;
  120683. tileSize?: number;
  120684. tileWidth?: number;
  120685. tileHeight?: number;
  120686. size?: number;
  120687. width?: number;
  120688. height?: number;
  120689. alignHorizontal?: number;
  120690. alignVertical?: number;
  120691. sideOrientation?: number;
  120692. frontUVs?: Vector4;
  120693. backUVs?: Vector4;
  120694. updatable?: boolean;
  120695. }, scene?: Nullable<Scene>): Mesh;
  120696. }
  120697. }
  120698. declare module BABYLON {
  120699. /**
  120700. * Class containing static functions to help procedurally build meshes
  120701. */
  120702. export class TubeBuilder {
  120703. /**
  120704. * Creates a tube mesh.
  120705. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120706. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  120707. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  120708. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  120709. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  120710. * * 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)
  120711. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  120712. * * 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
  120713. * * 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
  120714. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120715. * * 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
  120716. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120717. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120718. * @param name defines the name of the mesh
  120719. * @param options defines the options used to create the mesh
  120720. * @param scene defines the hosting scene
  120721. * @returns the tube mesh
  120722. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120723. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  120724. */
  120725. static CreateTube(name: string, options: {
  120726. path: Vector3[];
  120727. radius?: number;
  120728. tessellation?: number;
  120729. radiusFunction?: {
  120730. (i: number, distance: number): number;
  120731. };
  120732. cap?: number;
  120733. arc?: number;
  120734. updatable?: boolean;
  120735. sideOrientation?: number;
  120736. frontUVs?: Vector4;
  120737. backUVs?: Vector4;
  120738. instance?: Mesh;
  120739. invertUV?: boolean;
  120740. }, scene?: Nullable<Scene>): Mesh;
  120741. }
  120742. }
  120743. declare module BABYLON {
  120744. /**
  120745. * Class containing static functions to help procedurally build meshes
  120746. */
  120747. export class IcoSphereBuilder {
  120748. /**
  120749. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  120750. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  120751. * * 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`)
  120752. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  120753. * * 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
  120754. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120755. * * 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
  120756. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120757. * @param name defines the name of the mesh
  120758. * @param options defines the options used to create the mesh
  120759. * @param scene defines the hosting scene
  120760. * @returns the icosahedron mesh
  120761. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  120762. */
  120763. static CreateIcoSphere(name: string, options: {
  120764. radius?: number;
  120765. radiusX?: number;
  120766. radiusY?: number;
  120767. radiusZ?: number;
  120768. flat?: boolean;
  120769. subdivisions?: number;
  120770. sideOrientation?: number;
  120771. frontUVs?: Vector4;
  120772. backUVs?: Vector4;
  120773. updatable?: boolean;
  120774. }, scene?: Nullable<Scene>): Mesh;
  120775. }
  120776. }
  120777. declare module BABYLON {
  120778. /**
  120779. * Class containing static functions to help procedurally build meshes
  120780. */
  120781. export class DecalBuilder {
  120782. /**
  120783. * Creates a decal mesh.
  120784. * 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
  120785. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  120786. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  120787. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  120788. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  120789. * @param name defines the name of the mesh
  120790. * @param sourceMesh defines the mesh where the decal must be applied
  120791. * @param options defines the options used to create the mesh
  120792. * @param scene defines the hosting scene
  120793. * @returns the decal mesh
  120794. * @see https://doc.babylonjs.com/how_to/decals
  120795. */
  120796. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  120797. position?: Vector3;
  120798. normal?: Vector3;
  120799. size?: Vector3;
  120800. angle?: number;
  120801. }): Mesh;
  120802. }
  120803. }
  120804. declare module BABYLON {
  120805. /**
  120806. * Class containing static functions to help procedurally build meshes
  120807. */
  120808. export class MeshBuilder {
  120809. /**
  120810. * Creates a box mesh
  120811. * * The parameter `size` sets the size (float) of each box side (default 1)
  120812. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  120813. * * 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)
  120814. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120815. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120816. * * 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
  120817. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120818. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  120819. * @param name defines the name of the mesh
  120820. * @param options defines the options used to create the mesh
  120821. * @param scene defines the hosting scene
  120822. * @returns the box mesh
  120823. */
  120824. static CreateBox(name: string, options: {
  120825. size?: number;
  120826. width?: number;
  120827. height?: number;
  120828. depth?: number;
  120829. faceUV?: Vector4[];
  120830. faceColors?: Color4[];
  120831. sideOrientation?: number;
  120832. frontUVs?: Vector4;
  120833. backUVs?: Vector4;
  120834. updatable?: boolean;
  120835. }, scene?: Nullable<Scene>): Mesh;
  120836. /**
  120837. * Creates a tiled box mesh
  120838. * * faceTiles sets the pattern, tile size and number of tiles for a face
  120839. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120840. * @param name defines the name of the mesh
  120841. * @param options defines the options used to create the mesh
  120842. * @param scene defines the hosting scene
  120843. * @returns the tiled box mesh
  120844. */
  120845. static CreateTiledBox(name: string, options: {
  120846. pattern?: number;
  120847. size?: number;
  120848. width?: number;
  120849. height?: number;
  120850. depth: number;
  120851. tileSize?: number;
  120852. tileWidth?: number;
  120853. tileHeight?: number;
  120854. faceUV?: Vector4[];
  120855. faceColors?: Color4[];
  120856. alignHorizontal?: number;
  120857. alignVertical?: number;
  120858. sideOrientation?: number;
  120859. updatable?: boolean;
  120860. }, scene?: Nullable<Scene>): Mesh;
  120861. /**
  120862. * Creates a sphere mesh
  120863. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  120864. * * 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`)
  120865. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  120866. * * 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
  120867. * * 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)
  120868. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120869. * * 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
  120870. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120871. * @param name defines the name of the mesh
  120872. * @param options defines the options used to create the mesh
  120873. * @param scene defines the hosting scene
  120874. * @returns the sphere mesh
  120875. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  120876. */
  120877. static CreateSphere(name: string, options: {
  120878. segments?: number;
  120879. diameter?: number;
  120880. diameterX?: number;
  120881. diameterY?: number;
  120882. diameterZ?: number;
  120883. arc?: number;
  120884. slice?: number;
  120885. sideOrientation?: number;
  120886. frontUVs?: Vector4;
  120887. backUVs?: Vector4;
  120888. updatable?: boolean;
  120889. }, scene?: Nullable<Scene>): Mesh;
  120890. /**
  120891. * Creates a plane polygonal mesh. By default, this is a disc
  120892. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  120893. * * 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
  120894. * * 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
  120895. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120896. * * 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
  120897. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120898. * @param name defines the name of the mesh
  120899. * @param options defines the options used to create the mesh
  120900. * @param scene defines the hosting scene
  120901. * @returns the plane polygonal mesh
  120902. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  120903. */
  120904. static CreateDisc(name: string, options: {
  120905. radius?: number;
  120906. tessellation?: number;
  120907. arc?: number;
  120908. updatable?: boolean;
  120909. sideOrientation?: number;
  120910. frontUVs?: Vector4;
  120911. backUVs?: Vector4;
  120912. }, scene?: Nullable<Scene>): Mesh;
  120913. /**
  120914. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  120915. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  120916. * * 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`)
  120917. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  120918. * * 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
  120919. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120920. * * 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
  120921. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120922. * @param name defines the name of the mesh
  120923. * @param options defines the options used to create the mesh
  120924. * @param scene defines the hosting scene
  120925. * @returns the icosahedron mesh
  120926. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  120927. */
  120928. static CreateIcoSphere(name: string, options: {
  120929. radius?: number;
  120930. radiusX?: number;
  120931. radiusY?: number;
  120932. radiusZ?: number;
  120933. flat?: boolean;
  120934. subdivisions?: number;
  120935. sideOrientation?: number;
  120936. frontUVs?: Vector4;
  120937. backUVs?: Vector4;
  120938. updatable?: boolean;
  120939. }, scene?: Nullable<Scene>): Mesh;
  120940. /**
  120941. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120942. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  120943. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  120944. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  120945. * * 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
  120946. * * 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
  120947. * * 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
  120948. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120949. * * 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
  120950. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120951. * * 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
  120952. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  120953. * * 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
  120954. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  120955. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120956. * @param name defines the name of the mesh
  120957. * @param options defines the options used to create the mesh
  120958. * @param scene defines the hosting scene
  120959. * @returns the ribbon mesh
  120960. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  120961. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120962. */
  120963. static CreateRibbon(name: string, options: {
  120964. pathArray: Vector3[][];
  120965. closeArray?: boolean;
  120966. closePath?: boolean;
  120967. offset?: number;
  120968. updatable?: boolean;
  120969. sideOrientation?: number;
  120970. frontUVs?: Vector4;
  120971. backUVs?: Vector4;
  120972. instance?: Mesh;
  120973. invertUV?: boolean;
  120974. uvs?: Vector2[];
  120975. colors?: Color4[];
  120976. }, scene?: Nullable<Scene>): Mesh;
  120977. /**
  120978. * Creates a cylinder or a cone mesh
  120979. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  120980. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  120981. * * 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.
  120982. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  120983. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  120984. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  120985. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  120986. * * 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).
  120987. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  120988. * * 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).
  120989. * * 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
  120990. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  120991. * * 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
  120992. * * 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.
  120993. * * If `enclose` is false, a ring surface is one element.
  120994. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  120995. * * 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
  120996. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120997. * * 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
  120998. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120999. * @param name defines the name of the mesh
  121000. * @param options defines the options used to create the mesh
  121001. * @param scene defines the hosting scene
  121002. * @returns the cylinder mesh
  121003. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  121004. */
  121005. static CreateCylinder(name: string, options: {
  121006. height?: number;
  121007. diameterTop?: number;
  121008. diameterBottom?: number;
  121009. diameter?: number;
  121010. tessellation?: number;
  121011. subdivisions?: number;
  121012. arc?: number;
  121013. faceColors?: Color4[];
  121014. faceUV?: Vector4[];
  121015. updatable?: boolean;
  121016. hasRings?: boolean;
  121017. enclose?: boolean;
  121018. cap?: number;
  121019. sideOrientation?: number;
  121020. frontUVs?: Vector4;
  121021. backUVs?: Vector4;
  121022. }, scene?: Nullable<Scene>): Mesh;
  121023. /**
  121024. * Creates a torus mesh
  121025. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  121026. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  121027. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  121028. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121029. * * 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
  121030. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121031. * @param name defines the name of the mesh
  121032. * @param options defines the options used to create the mesh
  121033. * @param scene defines the hosting scene
  121034. * @returns the torus mesh
  121035. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  121036. */
  121037. static CreateTorus(name: string, options: {
  121038. diameter?: number;
  121039. thickness?: number;
  121040. tessellation?: number;
  121041. updatable?: boolean;
  121042. sideOrientation?: number;
  121043. frontUVs?: Vector4;
  121044. backUVs?: Vector4;
  121045. }, scene?: Nullable<Scene>): Mesh;
  121046. /**
  121047. * Creates a torus knot mesh
  121048. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  121049. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  121050. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  121051. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  121052. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121053. * * 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
  121054. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121055. * @param name defines the name of the mesh
  121056. * @param options defines the options used to create the mesh
  121057. * @param scene defines the hosting scene
  121058. * @returns the torus knot mesh
  121059. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  121060. */
  121061. static CreateTorusKnot(name: string, options: {
  121062. radius?: number;
  121063. tube?: number;
  121064. radialSegments?: number;
  121065. tubularSegments?: number;
  121066. p?: number;
  121067. q?: number;
  121068. updatable?: boolean;
  121069. sideOrientation?: number;
  121070. frontUVs?: Vector4;
  121071. backUVs?: Vector4;
  121072. }, scene?: Nullable<Scene>): Mesh;
  121073. /**
  121074. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  121075. * * 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
  121076. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  121077. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  121078. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  121079. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  121080. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  121081. * * 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
  121082. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  121083. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121084. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  121085. * @param name defines the name of the new line system
  121086. * @param options defines the options used to create the line system
  121087. * @param scene defines the hosting scene
  121088. * @returns a new line system mesh
  121089. */
  121090. static CreateLineSystem(name: string, options: {
  121091. lines: Vector3[][];
  121092. updatable?: boolean;
  121093. instance?: Nullable<LinesMesh>;
  121094. colors?: Nullable<Color4[][]>;
  121095. useVertexAlpha?: boolean;
  121096. }, scene: Nullable<Scene>): LinesMesh;
  121097. /**
  121098. * Creates a line mesh
  121099. * 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
  121100. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  121101. * * The parameter `points` is an array successive Vector3
  121102. * * 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
  121103. * * The optional parameter `colors` is an array of successive Color4, one per line point
  121104. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  121105. * * When updating an instance, remember that only point positions can change, not the number of points
  121106. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121107. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  121108. * @param name defines the name of the new line system
  121109. * @param options defines the options used to create the line system
  121110. * @param scene defines the hosting scene
  121111. * @returns a new line mesh
  121112. */
  121113. static CreateLines(name: string, options: {
  121114. points: Vector3[];
  121115. updatable?: boolean;
  121116. instance?: Nullable<LinesMesh>;
  121117. colors?: Color4[];
  121118. useVertexAlpha?: boolean;
  121119. }, scene?: Nullable<Scene>): LinesMesh;
  121120. /**
  121121. * Creates a dashed line mesh
  121122. * * 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
  121123. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  121124. * * The parameter `points` is an array successive Vector3
  121125. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  121126. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  121127. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  121128. * * 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
  121129. * * When updating an instance, remember that only point positions can change, not the number of points
  121130. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121131. * @param name defines the name of the mesh
  121132. * @param options defines the options used to create the mesh
  121133. * @param scene defines the hosting scene
  121134. * @returns the dashed line mesh
  121135. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  121136. */
  121137. static CreateDashedLines(name: string, options: {
  121138. points: Vector3[];
  121139. dashSize?: number;
  121140. gapSize?: number;
  121141. dashNb?: number;
  121142. updatable?: boolean;
  121143. instance?: LinesMesh;
  121144. }, scene?: Nullable<Scene>): LinesMesh;
  121145. /**
  121146. * 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.
  121147. * * 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.
  121148. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  121149. * * 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.
  121150. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  121151. * * 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
  121152. * * 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
  121153. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  121154. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121155. * * 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
  121156. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  121157. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121158. * @param name defines the name of the mesh
  121159. * @param options defines the options used to create the mesh
  121160. * @param scene defines the hosting scene
  121161. * @returns the extruded shape mesh
  121162. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121163. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  121164. */
  121165. static ExtrudeShape(name: string, options: {
  121166. shape: Vector3[];
  121167. path: Vector3[];
  121168. scale?: number;
  121169. rotation?: number;
  121170. cap?: number;
  121171. updatable?: boolean;
  121172. sideOrientation?: number;
  121173. frontUVs?: Vector4;
  121174. backUVs?: Vector4;
  121175. instance?: Mesh;
  121176. invertUV?: boolean;
  121177. }, scene?: Nullable<Scene>): Mesh;
  121178. /**
  121179. * Creates an custom extruded shape mesh.
  121180. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  121181. * * 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.
  121182. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  121183. * * 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
  121184. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  121185. * * 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
  121186. * * It must returns a float value that will be the scale value applied to the shape on each path point
  121187. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  121188. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  121189. * * 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
  121190. * * 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
  121191. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  121192. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121193. * * 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
  121194. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121195. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121196. * @param name defines the name of the mesh
  121197. * @param options defines the options used to create the mesh
  121198. * @param scene defines the hosting scene
  121199. * @returns the custom extruded shape mesh
  121200. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  121201. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121202. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  121203. */
  121204. static ExtrudeShapeCustom(name: string, options: {
  121205. shape: Vector3[];
  121206. path: Vector3[];
  121207. scaleFunction?: any;
  121208. rotationFunction?: any;
  121209. ribbonCloseArray?: boolean;
  121210. ribbonClosePath?: boolean;
  121211. cap?: number;
  121212. updatable?: boolean;
  121213. sideOrientation?: number;
  121214. frontUVs?: Vector4;
  121215. backUVs?: Vector4;
  121216. instance?: Mesh;
  121217. invertUV?: boolean;
  121218. }, scene?: Nullable<Scene>): Mesh;
  121219. /**
  121220. * Creates lathe mesh.
  121221. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  121222. * * 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
  121223. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  121224. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  121225. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  121226. * * 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
  121227. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  121228. * * 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
  121229. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121230. * * 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
  121231. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121232. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121233. * @param name defines the name of the mesh
  121234. * @param options defines the options used to create the mesh
  121235. * @param scene defines the hosting scene
  121236. * @returns the lathe mesh
  121237. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  121238. */
  121239. static CreateLathe(name: string, options: {
  121240. shape: Vector3[];
  121241. radius?: number;
  121242. tessellation?: number;
  121243. clip?: number;
  121244. arc?: number;
  121245. closed?: boolean;
  121246. updatable?: boolean;
  121247. sideOrientation?: number;
  121248. frontUVs?: Vector4;
  121249. backUVs?: Vector4;
  121250. cap?: number;
  121251. invertUV?: boolean;
  121252. }, scene?: Nullable<Scene>): Mesh;
  121253. /**
  121254. * Creates a tiled plane mesh
  121255. * * You can set a limited pattern arrangement with the tiles
  121256. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121257. * * 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
  121258. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121259. * @param name defines the name of the mesh
  121260. * @param options defines the options used to create the mesh
  121261. * @param scene defines the hosting scene
  121262. * @returns the plane mesh
  121263. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  121264. */
  121265. static CreateTiledPlane(name: string, options: {
  121266. pattern?: number;
  121267. tileSize?: number;
  121268. tileWidth?: number;
  121269. tileHeight?: number;
  121270. size?: number;
  121271. width?: number;
  121272. height?: number;
  121273. alignHorizontal?: number;
  121274. alignVertical?: number;
  121275. sideOrientation?: number;
  121276. frontUVs?: Vector4;
  121277. backUVs?: Vector4;
  121278. updatable?: boolean;
  121279. }, scene?: Nullable<Scene>): Mesh;
  121280. /**
  121281. * Creates a plane mesh
  121282. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  121283. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  121284. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  121285. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121286. * * 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
  121287. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121288. * @param name defines the name of the mesh
  121289. * @param options defines the options used to create the mesh
  121290. * @param scene defines the hosting scene
  121291. * @returns the plane mesh
  121292. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  121293. */
  121294. static CreatePlane(name: string, options: {
  121295. size?: number;
  121296. width?: number;
  121297. height?: number;
  121298. sideOrientation?: number;
  121299. frontUVs?: Vector4;
  121300. backUVs?: Vector4;
  121301. updatable?: boolean;
  121302. sourcePlane?: Plane;
  121303. }, scene?: Nullable<Scene>): Mesh;
  121304. /**
  121305. * Creates a ground mesh
  121306. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  121307. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  121308. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121309. * @param name defines the name of the mesh
  121310. * @param options defines the options used to create the mesh
  121311. * @param scene defines the hosting scene
  121312. * @returns the ground mesh
  121313. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  121314. */
  121315. static CreateGround(name: string, options: {
  121316. width?: number;
  121317. height?: number;
  121318. subdivisions?: number;
  121319. subdivisionsX?: number;
  121320. subdivisionsY?: number;
  121321. updatable?: boolean;
  121322. }, scene?: Nullable<Scene>): Mesh;
  121323. /**
  121324. * Creates a tiled ground mesh
  121325. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  121326. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  121327. * * 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
  121328. * * 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
  121329. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121330. * @param name defines the name of the mesh
  121331. * @param options defines the options used to create the mesh
  121332. * @param scene defines the hosting scene
  121333. * @returns the tiled ground mesh
  121334. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  121335. */
  121336. static CreateTiledGround(name: string, options: {
  121337. xmin: number;
  121338. zmin: number;
  121339. xmax: number;
  121340. zmax: number;
  121341. subdivisions?: {
  121342. w: number;
  121343. h: number;
  121344. };
  121345. precision?: {
  121346. w: number;
  121347. h: number;
  121348. };
  121349. updatable?: boolean;
  121350. }, scene?: Nullable<Scene>): Mesh;
  121351. /**
  121352. * Creates a ground mesh from a height map
  121353. * * The parameter `url` sets the URL of the height map image resource.
  121354. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  121355. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  121356. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  121357. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  121358. * * 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.
  121359. * * 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).
  121360. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  121361. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121362. * @param name defines the name of the mesh
  121363. * @param url defines the url to the height map
  121364. * @param options defines the options used to create the mesh
  121365. * @param scene defines the hosting scene
  121366. * @returns the ground mesh
  121367. * @see https://doc.babylonjs.com/babylon101/height_map
  121368. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  121369. */
  121370. static CreateGroundFromHeightMap(name: string, url: string, options: {
  121371. width?: number;
  121372. height?: number;
  121373. subdivisions?: number;
  121374. minHeight?: number;
  121375. maxHeight?: number;
  121376. colorFilter?: Color3;
  121377. alphaFilter?: number;
  121378. updatable?: boolean;
  121379. onReady?: (mesh: GroundMesh) => void;
  121380. }, scene?: Nullable<Scene>): GroundMesh;
  121381. /**
  121382. * Creates a polygon mesh
  121383. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  121384. * * 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
  121385. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  121386. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121387. * * 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)
  121388. * * Remember you can only change the shape positions, not their number when updating a polygon
  121389. * @param name defines the name of the mesh
  121390. * @param options defines the options used to create the mesh
  121391. * @param scene defines the hosting scene
  121392. * @param earcutInjection can be used to inject your own earcut reference
  121393. * @returns the polygon mesh
  121394. */
  121395. static CreatePolygon(name: string, options: {
  121396. shape: Vector3[];
  121397. holes?: Vector3[][];
  121398. depth?: number;
  121399. faceUV?: Vector4[];
  121400. faceColors?: Color4[];
  121401. updatable?: boolean;
  121402. sideOrientation?: number;
  121403. frontUVs?: Vector4;
  121404. backUVs?: Vector4;
  121405. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  121406. /**
  121407. * Creates an extruded polygon mesh, with depth in the Y direction.
  121408. * * 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)
  121409. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  121410. * @param name defines the name of the mesh
  121411. * @param options defines the options used to create the mesh
  121412. * @param scene defines the hosting scene
  121413. * @param earcutInjection can be used to inject your own earcut reference
  121414. * @returns the polygon mesh
  121415. */
  121416. static ExtrudePolygon(name: string, options: {
  121417. shape: Vector3[];
  121418. holes?: Vector3[][];
  121419. depth?: number;
  121420. faceUV?: Vector4[];
  121421. faceColors?: Color4[];
  121422. updatable?: boolean;
  121423. sideOrientation?: number;
  121424. frontUVs?: Vector4;
  121425. backUVs?: Vector4;
  121426. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  121427. /**
  121428. * Creates a tube mesh.
  121429. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  121430. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  121431. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  121432. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  121433. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  121434. * * 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)
  121435. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  121436. * * 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
  121437. * * 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
  121438. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121439. * * 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
  121440. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121441. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121442. * @param name defines the name of the mesh
  121443. * @param options defines the options used to create the mesh
  121444. * @param scene defines the hosting scene
  121445. * @returns the tube mesh
  121446. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121447. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  121448. */
  121449. static CreateTube(name: string, options: {
  121450. path: Vector3[];
  121451. radius?: number;
  121452. tessellation?: number;
  121453. radiusFunction?: {
  121454. (i: number, distance: number): number;
  121455. };
  121456. cap?: number;
  121457. arc?: number;
  121458. updatable?: boolean;
  121459. sideOrientation?: number;
  121460. frontUVs?: Vector4;
  121461. backUVs?: Vector4;
  121462. instance?: Mesh;
  121463. invertUV?: boolean;
  121464. }, scene?: Nullable<Scene>): Mesh;
  121465. /**
  121466. * Creates a polyhedron mesh
  121467. * * 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
  121468. * * The parameter `size` (positive float, default 1) sets the polygon size
  121469. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  121470. * * 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`
  121471. * * 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
  121472. * * 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)`)
  121473. * * 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
  121474. * * 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
  121475. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121476. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121477. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121478. * @param name defines the name of the mesh
  121479. * @param options defines the options used to create the mesh
  121480. * @param scene defines the hosting scene
  121481. * @returns the polyhedron mesh
  121482. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  121483. */
  121484. static CreatePolyhedron(name: string, options: {
  121485. type?: number;
  121486. size?: number;
  121487. sizeX?: number;
  121488. sizeY?: number;
  121489. sizeZ?: number;
  121490. custom?: any;
  121491. faceUV?: Vector4[];
  121492. faceColors?: Color4[];
  121493. flat?: boolean;
  121494. updatable?: boolean;
  121495. sideOrientation?: number;
  121496. frontUVs?: Vector4;
  121497. backUVs?: Vector4;
  121498. }, scene?: Nullable<Scene>): Mesh;
  121499. /**
  121500. * Creates a decal mesh.
  121501. * 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
  121502. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  121503. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  121504. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  121505. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  121506. * @param name defines the name of the mesh
  121507. * @param sourceMesh defines the mesh where the decal must be applied
  121508. * @param options defines the options used to create the mesh
  121509. * @param scene defines the hosting scene
  121510. * @returns the decal mesh
  121511. * @see https://doc.babylonjs.com/how_to/decals
  121512. */
  121513. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  121514. position?: Vector3;
  121515. normal?: Vector3;
  121516. size?: Vector3;
  121517. angle?: number;
  121518. }): Mesh;
  121519. }
  121520. }
  121521. declare module BABYLON {
  121522. /**
  121523. * A simplifier interface for future simplification implementations
  121524. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121525. */
  121526. export interface ISimplifier {
  121527. /**
  121528. * Simplification of a given mesh according to the given settings.
  121529. * Since this requires computation, it is assumed that the function runs async.
  121530. * @param settings The settings of the simplification, including quality and distance
  121531. * @param successCallback A callback that will be called after the mesh was simplified.
  121532. * @param errorCallback in case of an error, this callback will be called. optional.
  121533. */
  121534. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  121535. }
  121536. /**
  121537. * Expected simplification settings.
  121538. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  121539. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121540. */
  121541. export interface ISimplificationSettings {
  121542. /**
  121543. * Gets or sets the expected quality
  121544. */
  121545. quality: number;
  121546. /**
  121547. * Gets or sets the distance when this optimized version should be used
  121548. */
  121549. distance: number;
  121550. /**
  121551. * Gets an already optimized mesh
  121552. */
  121553. optimizeMesh?: boolean;
  121554. }
  121555. /**
  121556. * Class used to specify simplification options
  121557. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121558. */
  121559. export class SimplificationSettings implements ISimplificationSettings {
  121560. /** expected quality */
  121561. quality: number;
  121562. /** distance when this optimized version should be used */
  121563. distance: number;
  121564. /** already optimized mesh */
  121565. optimizeMesh?: boolean | undefined;
  121566. /**
  121567. * Creates a SimplificationSettings
  121568. * @param quality expected quality
  121569. * @param distance distance when this optimized version should be used
  121570. * @param optimizeMesh already optimized mesh
  121571. */
  121572. constructor(
  121573. /** expected quality */
  121574. quality: number,
  121575. /** distance when this optimized version should be used */
  121576. distance: number,
  121577. /** already optimized mesh */
  121578. optimizeMesh?: boolean | undefined);
  121579. }
  121580. /**
  121581. * Interface used to define a simplification task
  121582. */
  121583. export interface ISimplificationTask {
  121584. /**
  121585. * Array of settings
  121586. */
  121587. settings: Array<ISimplificationSettings>;
  121588. /**
  121589. * Simplification type
  121590. */
  121591. simplificationType: SimplificationType;
  121592. /**
  121593. * Mesh to simplify
  121594. */
  121595. mesh: Mesh;
  121596. /**
  121597. * Callback called on success
  121598. */
  121599. successCallback?: () => void;
  121600. /**
  121601. * Defines if parallel processing can be used
  121602. */
  121603. parallelProcessing: boolean;
  121604. }
  121605. /**
  121606. * Queue used to order the simplification tasks
  121607. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121608. */
  121609. export class SimplificationQueue {
  121610. private _simplificationArray;
  121611. /**
  121612. * Gets a boolean indicating that the process is still running
  121613. */
  121614. running: boolean;
  121615. /**
  121616. * Creates a new queue
  121617. */
  121618. constructor();
  121619. /**
  121620. * Adds a new simplification task
  121621. * @param task defines a task to add
  121622. */
  121623. addTask(task: ISimplificationTask): void;
  121624. /**
  121625. * Execute next task
  121626. */
  121627. executeNext(): void;
  121628. /**
  121629. * Execute a simplification task
  121630. * @param task defines the task to run
  121631. */
  121632. runSimplification(task: ISimplificationTask): void;
  121633. private getSimplifier;
  121634. }
  121635. /**
  121636. * The implemented types of simplification
  121637. * At the moment only Quadratic Error Decimation is implemented
  121638. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121639. */
  121640. export enum SimplificationType {
  121641. /** Quadratic error decimation */
  121642. QUADRATIC = 0
  121643. }
  121644. }
  121645. declare module BABYLON {
  121646. interface Scene {
  121647. /** @hidden (Backing field) */
  121648. _simplificationQueue: SimplificationQueue;
  121649. /**
  121650. * Gets or sets the simplification queue attached to the scene
  121651. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121652. */
  121653. simplificationQueue: SimplificationQueue;
  121654. }
  121655. interface Mesh {
  121656. /**
  121657. * Simplify the mesh according to the given array of settings.
  121658. * Function will return immediately and will simplify async
  121659. * @param settings a collection of simplification settings
  121660. * @param parallelProcessing should all levels calculate parallel or one after the other
  121661. * @param simplificationType the type of simplification to run
  121662. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  121663. * @returns the current mesh
  121664. */
  121665. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  121666. }
  121667. /**
  121668. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  121669. * created in a scene
  121670. */
  121671. export class SimplicationQueueSceneComponent implements ISceneComponent {
  121672. /**
  121673. * The component name helpfull to identify the component in the list of scene components.
  121674. */
  121675. readonly name: string;
  121676. /**
  121677. * The scene the component belongs to.
  121678. */
  121679. scene: Scene;
  121680. /**
  121681. * Creates a new instance of the component for the given scene
  121682. * @param scene Defines the scene to register the component in
  121683. */
  121684. constructor(scene: Scene);
  121685. /**
  121686. * Registers the component in a given scene
  121687. */
  121688. register(): void;
  121689. /**
  121690. * Rebuilds the elements related to this component in case of
  121691. * context lost for instance.
  121692. */
  121693. rebuild(): void;
  121694. /**
  121695. * Disposes the component and the associated ressources
  121696. */
  121697. dispose(): void;
  121698. private _beforeCameraUpdate;
  121699. }
  121700. }
  121701. declare module BABYLON {
  121702. /**
  121703. * Navigation plugin interface to add navigation constrained by a navigation mesh
  121704. */
  121705. export interface INavigationEnginePlugin {
  121706. /**
  121707. * plugin name
  121708. */
  121709. name: string;
  121710. /**
  121711. * Creates a navigation mesh
  121712. * @param meshes array of all the geometry used to compute the navigatio mesh
  121713. * @param parameters bunch of parameters used to filter geometry
  121714. */
  121715. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  121716. /**
  121717. * Create a navigation mesh debug mesh
  121718. * @param scene is where the mesh will be added
  121719. * @returns debug display mesh
  121720. */
  121721. createDebugNavMesh(scene: Scene): Mesh;
  121722. /**
  121723. * Get a navigation mesh constrained position, closest to the parameter position
  121724. * @param position world position
  121725. * @returns the closest point to position constrained by the navigation mesh
  121726. */
  121727. getClosestPoint(position: Vector3): Vector3;
  121728. /**
  121729. * Get a navigation mesh constrained position, within a particular radius
  121730. * @param position world position
  121731. * @param maxRadius the maximum distance to the constrained world position
  121732. * @returns the closest point to position constrained by the navigation mesh
  121733. */
  121734. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  121735. /**
  121736. * Compute the final position from a segment made of destination-position
  121737. * @param position world position
  121738. * @param destination world position
  121739. * @returns the resulting point along the navmesh
  121740. */
  121741. moveAlong(position: Vector3, destination: Vector3): Vector3;
  121742. /**
  121743. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  121744. * @param start world position
  121745. * @param end world position
  121746. * @returns array containing world position composing the path
  121747. */
  121748. computePath(start: Vector3, end: Vector3): Vector3[];
  121749. /**
  121750. * If this plugin is supported
  121751. * @returns true if plugin is supported
  121752. */
  121753. isSupported(): boolean;
  121754. /**
  121755. * Create a new Crowd so you can add agents
  121756. * @param maxAgents the maximum agent count in the crowd
  121757. * @param maxAgentRadius the maximum radius an agent can have
  121758. * @param scene to attach the crowd to
  121759. * @returns the crowd you can add agents to
  121760. */
  121761. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  121762. /**
  121763. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  121764. * The queries will try to find a solution within those bounds
  121765. * default is (1,1,1)
  121766. * @param extent x,y,z value that define the extent around the queries point of reference
  121767. */
  121768. setDefaultQueryExtent(extent: Vector3): void;
  121769. /**
  121770. * Get the Bounding box extent specified by setDefaultQueryExtent
  121771. * @returns the box extent values
  121772. */
  121773. getDefaultQueryExtent(): Vector3;
  121774. /**
  121775. * Release all resources
  121776. */
  121777. dispose(): void;
  121778. }
  121779. /**
  121780. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  121781. */
  121782. export interface ICrowd {
  121783. /**
  121784. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  121785. * You can attach anything to that node. The node position is updated in the scene update tick.
  121786. * @param pos world position that will be constrained by the navigation mesh
  121787. * @param parameters agent parameters
  121788. * @param transform hooked to the agent that will be update by the scene
  121789. * @returns agent index
  121790. */
  121791. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  121792. /**
  121793. * Returns the agent position in world space
  121794. * @param index agent index returned by addAgent
  121795. * @returns world space position
  121796. */
  121797. getAgentPosition(index: number): Vector3;
  121798. /**
  121799. * Gets the agent velocity in world space
  121800. * @param index agent index returned by addAgent
  121801. * @returns world space velocity
  121802. */
  121803. getAgentVelocity(index: number): Vector3;
  121804. /**
  121805. * remove a particular agent previously created
  121806. * @param index agent index returned by addAgent
  121807. */
  121808. removeAgent(index: number): void;
  121809. /**
  121810. * get the list of all agents attached to this crowd
  121811. * @returns list of agent indices
  121812. */
  121813. getAgents(): number[];
  121814. /**
  121815. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  121816. * @param deltaTime in seconds
  121817. */
  121818. update(deltaTime: number): void;
  121819. /**
  121820. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  121821. * @param index agent index returned by addAgent
  121822. * @param destination targeted world position
  121823. */
  121824. agentGoto(index: number, destination: Vector3): void;
  121825. /**
  121826. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  121827. * The queries will try to find a solution within those bounds
  121828. * default is (1,1,1)
  121829. * @param extent x,y,z value that define the extent around the queries point of reference
  121830. */
  121831. setDefaultQueryExtent(extent: Vector3): void;
  121832. /**
  121833. * Get the Bounding box extent specified by setDefaultQueryExtent
  121834. * @returns the box extent values
  121835. */
  121836. getDefaultQueryExtent(): Vector3;
  121837. /**
  121838. * Release all resources
  121839. */
  121840. dispose(): void;
  121841. }
  121842. /**
  121843. * Configures an agent
  121844. */
  121845. export interface IAgentParameters {
  121846. /**
  121847. * Agent radius. [Limit: >= 0]
  121848. */
  121849. radius: number;
  121850. /**
  121851. * Agent height. [Limit: > 0]
  121852. */
  121853. height: number;
  121854. /**
  121855. * Maximum allowed acceleration. [Limit: >= 0]
  121856. */
  121857. maxAcceleration: number;
  121858. /**
  121859. * Maximum allowed speed. [Limit: >= 0]
  121860. */
  121861. maxSpeed: number;
  121862. /**
  121863. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  121864. */
  121865. collisionQueryRange: number;
  121866. /**
  121867. * The path visibility optimization range. [Limit: > 0]
  121868. */
  121869. pathOptimizationRange: number;
  121870. /**
  121871. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  121872. */
  121873. separationWeight: number;
  121874. }
  121875. /**
  121876. * Configures the navigation mesh creation
  121877. */
  121878. export interface INavMeshParameters {
  121879. /**
  121880. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  121881. */
  121882. cs: number;
  121883. /**
  121884. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  121885. */
  121886. ch: number;
  121887. /**
  121888. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  121889. */
  121890. walkableSlopeAngle: number;
  121891. /**
  121892. * Minimum floor to 'ceiling' height that will still allow the floor area to
  121893. * be considered walkable. [Limit: >= 3] [Units: vx]
  121894. */
  121895. walkableHeight: number;
  121896. /**
  121897. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  121898. */
  121899. walkableClimb: number;
  121900. /**
  121901. * The distance to erode/shrink the walkable area of the heightfield away from
  121902. * obstructions. [Limit: >=0] [Units: vx]
  121903. */
  121904. walkableRadius: number;
  121905. /**
  121906. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  121907. */
  121908. maxEdgeLen: number;
  121909. /**
  121910. * The maximum distance a simplfied contour's border edges should deviate
  121911. * the original raw contour. [Limit: >=0] [Units: vx]
  121912. */
  121913. maxSimplificationError: number;
  121914. /**
  121915. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  121916. */
  121917. minRegionArea: number;
  121918. /**
  121919. * Any regions with a span count smaller than this value will, if possible,
  121920. * be merged with larger regions. [Limit: >=0] [Units: vx]
  121921. */
  121922. mergeRegionArea: number;
  121923. /**
  121924. * The maximum number of vertices allowed for polygons generated during the
  121925. * contour to polygon conversion process. [Limit: >= 3]
  121926. */
  121927. maxVertsPerPoly: number;
  121928. /**
  121929. * Sets the sampling distance to use when generating the detail mesh.
  121930. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  121931. */
  121932. detailSampleDist: number;
  121933. /**
  121934. * The maximum distance the detail mesh surface should deviate from heightfield
  121935. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  121936. */
  121937. detailSampleMaxError: number;
  121938. }
  121939. }
  121940. declare module BABYLON {
  121941. /**
  121942. * RecastJS navigation plugin
  121943. */
  121944. export class RecastJSPlugin implements INavigationEnginePlugin {
  121945. /**
  121946. * Reference to the Recast library
  121947. */
  121948. bjsRECAST: any;
  121949. /**
  121950. * plugin name
  121951. */
  121952. name: string;
  121953. /**
  121954. * the first navmesh created. We might extend this to support multiple navmeshes
  121955. */
  121956. navMesh: any;
  121957. /**
  121958. * Initializes the recastJS plugin
  121959. * @param recastInjection can be used to inject your own recast reference
  121960. */
  121961. constructor(recastInjection?: any);
  121962. /**
  121963. * Creates a navigation mesh
  121964. * @param meshes array of all the geometry used to compute the navigatio mesh
  121965. * @param parameters bunch of parameters used to filter geometry
  121966. */
  121967. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  121968. /**
  121969. * Create a navigation mesh debug mesh
  121970. * @param scene is where the mesh will be added
  121971. * @returns debug display mesh
  121972. */
  121973. createDebugNavMesh(scene: Scene): Mesh;
  121974. /**
  121975. * Get a navigation mesh constrained position, closest to the parameter position
  121976. * @param position world position
  121977. * @returns the closest point to position constrained by the navigation mesh
  121978. */
  121979. getClosestPoint(position: Vector3): Vector3;
  121980. /**
  121981. * Get a navigation mesh constrained position, within a particular radius
  121982. * @param position world position
  121983. * @param maxRadius the maximum distance to the constrained world position
  121984. * @returns the closest point to position constrained by the navigation mesh
  121985. */
  121986. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  121987. /**
  121988. * Compute the final position from a segment made of destination-position
  121989. * @param position world position
  121990. * @param destination world position
  121991. * @returns the resulting point along the navmesh
  121992. */
  121993. moveAlong(position: Vector3, destination: Vector3): Vector3;
  121994. /**
  121995. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  121996. * @param start world position
  121997. * @param end world position
  121998. * @returns array containing world position composing the path
  121999. */
  122000. computePath(start: Vector3, end: Vector3): Vector3[];
  122001. /**
  122002. * Create a new Crowd so you can add agents
  122003. * @param maxAgents the maximum agent count in the crowd
  122004. * @param maxAgentRadius the maximum radius an agent can have
  122005. * @param scene to attach the crowd to
  122006. * @returns the crowd you can add agents to
  122007. */
  122008. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  122009. /**
  122010. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  122011. * The queries will try to find a solution within those bounds
  122012. * default is (1,1,1)
  122013. * @param extent x,y,z value that define the extent around the queries point of reference
  122014. */
  122015. setDefaultQueryExtent(extent: Vector3): void;
  122016. /**
  122017. * Get the Bounding box extent specified by setDefaultQueryExtent
  122018. * @returns the box extent values
  122019. */
  122020. getDefaultQueryExtent(): Vector3;
  122021. /**
  122022. * Disposes
  122023. */
  122024. dispose(): void;
  122025. /**
  122026. * If this plugin is supported
  122027. * @returns true if plugin is supported
  122028. */
  122029. isSupported(): boolean;
  122030. }
  122031. /**
  122032. * Recast detour crowd implementation
  122033. */
  122034. export class RecastJSCrowd implements ICrowd {
  122035. /**
  122036. * Recast/detour plugin
  122037. */
  122038. bjsRECASTPlugin: RecastJSPlugin;
  122039. /**
  122040. * Link to the detour crowd
  122041. */
  122042. recastCrowd: any;
  122043. /**
  122044. * One transform per agent
  122045. */
  122046. transforms: TransformNode[];
  122047. /**
  122048. * All agents created
  122049. */
  122050. agents: number[];
  122051. /**
  122052. * Link to the scene is kept to unregister the crowd from the scene
  122053. */
  122054. private _scene;
  122055. /**
  122056. * Observer for crowd updates
  122057. */
  122058. private _onBeforeAnimationsObserver;
  122059. /**
  122060. * Constructor
  122061. * @param plugin recastJS plugin
  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. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  122068. /**
  122069. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  122070. * You can attach anything to that node. The node position is updated in the scene update tick.
  122071. * @param pos world position that will be constrained by the navigation mesh
  122072. * @param parameters agent parameters
  122073. * @param transform hooked to the agent that will be update by the scene
  122074. * @returns agent index
  122075. */
  122076. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  122077. /**
  122078. * Returns the agent position in world space
  122079. * @param index agent index returned by addAgent
  122080. * @returns world space position
  122081. */
  122082. getAgentPosition(index: number): Vector3;
  122083. /**
  122084. * Returns the agent velocity in world space
  122085. * @param index agent index returned by addAgent
  122086. * @returns world space velocity
  122087. */
  122088. getAgentVelocity(index: number): Vector3;
  122089. /**
  122090. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  122091. * @param index agent index returned by addAgent
  122092. * @param destination targeted world position
  122093. */
  122094. agentGoto(index: number, destination: Vector3): void;
  122095. /**
  122096. * remove a particular agent previously created
  122097. * @param index agent index returned by addAgent
  122098. */
  122099. removeAgent(index: number): void;
  122100. /**
  122101. * get the list of all agents attached to this crowd
  122102. * @returns list of agent indices
  122103. */
  122104. getAgents(): number[];
  122105. /**
  122106. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  122107. * @param deltaTime in seconds
  122108. */
  122109. update(deltaTime: number): void;
  122110. /**
  122111. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  122112. * The queries will try to find a solution within those bounds
  122113. * default is (1,1,1)
  122114. * @param extent x,y,z value that define the extent around the queries point of reference
  122115. */
  122116. setDefaultQueryExtent(extent: Vector3): void;
  122117. /**
  122118. * Get the Bounding box extent specified by setDefaultQueryExtent
  122119. * @returns the box extent values
  122120. */
  122121. getDefaultQueryExtent(): Vector3;
  122122. /**
  122123. * Release all resources
  122124. */
  122125. dispose(): void;
  122126. }
  122127. }
  122128. declare module BABYLON {
  122129. /**
  122130. * Class used to enable access to IndexedDB
  122131. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  122132. */
  122133. export class Database implements IOfflineProvider {
  122134. private _callbackManifestChecked;
  122135. private _currentSceneUrl;
  122136. private _db;
  122137. private _enableSceneOffline;
  122138. private _enableTexturesOffline;
  122139. private _manifestVersionFound;
  122140. private _mustUpdateRessources;
  122141. private _hasReachedQuota;
  122142. private _isSupported;
  122143. private _idbFactory;
  122144. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  122145. private static IsUASupportingBlobStorage;
  122146. /**
  122147. * Gets a boolean indicating if Database storate is enabled (off by default)
  122148. */
  122149. static IDBStorageEnabled: boolean;
  122150. /**
  122151. * Gets a boolean indicating if scene must be saved in the database
  122152. */
  122153. readonly enableSceneOffline: boolean;
  122154. /**
  122155. * Gets a boolean indicating if textures must be saved in the database
  122156. */
  122157. readonly enableTexturesOffline: boolean;
  122158. /**
  122159. * Creates a new Database
  122160. * @param urlToScene defines the url to load the scene
  122161. * @param callbackManifestChecked defines the callback to use when manifest is checked
  122162. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  122163. */
  122164. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  122165. private static _ParseURL;
  122166. private static _ReturnFullUrlLocation;
  122167. private _checkManifestFile;
  122168. /**
  122169. * Open the database and make it available
  122170. * @param successCallback defines the callback to call on success
  122171. * @param errorCallback defines the callback to call on error
  122172. */
  122173. open(successCallback: () => void, errorCallback: () => void): void;
  122174. /**
  122175. * Loads an image from the database
  122176. * @param url defines the url to load from
  122177. * @param image defines the target DOM image
  122178. */
  122179. loadImage(url: string, image: HTMLImageElement): void;
  122180. private _loadImageFromDBAsync;
  122181. private _saveImageIntoDBAsync;
  122182. private _checkVersionFromDB;
  122183. private _loadVersionFromDBAsync;
  122184. private _saveVersionIntoDBAsync;
  122185. /**
  122186. * Loads a file from database
  122187. * @param url defines the URL to load from
  122188. * @param sceneLoaded defines a callback to call on success
  122189. * @param progressCallBack defines a callback to call when progress changed
  122190. * @param errorCallback defines a callback to call on error
  122191. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  122192. */
  122193. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  122194. private _loadFileAsync;
  122195. private _saveFileAsync;
  122196. /**
  122197. * Validates if xhr data is correct
  122198. * @param xhr defines the request to validate
  122199. * @param dataType defines the expected data type
  122200. * @returns true if data is correct
  122201. */
  122202. private static _ValidateXHRData;
  122203. }
  122204. }
  122205. declare module BABYLON {
  122206. /** @hidden */
  122207. export var gpuUpdateParticlesPixelShader: {
  122208. name: string;
  122209. shader: string;
  122210. };
  122211. }
  122212. declare module BABYLON {
  122213. /** @hidden */
  122214. export var gpuUpdateParticlesVertexShader: {
  122215. name: string;
  122216. shader: string;
  122217. };
  122218. }
  122219. declare module BABYLON {
  122220. /** @hidden */
  122221. export var clipPlaneFragmentDeclaration2: {
  122222. name: string;
  122223. shader: string;
  122224. };
  122225. }
  122226. declare module BABYLON {
  122227. /** @hidden */
  122228. export var gpuRenderParticlesPixelShader: {
  122229. name: string;
  122230. shader: string;
  122231. };
  122232. }
  122233. declare module BABYLON {
  122234. /** @hidden */
  122235. export var clipPlaneVertexDeclaration2: {
  122236. name: string;
  122237. shader: string;
  122238. };
  122239. }
  122240. declare module BABYLON {
  122241. /** @hidden */
  122242. export var gpuRenderParticlesVertexShader: {
  122243. name: string;
  122244. shader: string;
  122245. };
  122246. }
  122247. declare module BABYLON {
  122248. /**
  122249. * This represents a GPU particle system in Babylon
  122250. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  122251. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  122252. */
  122253. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  122254. /**
  122255. * The layer mask we are rendering the particles through.
  122256. */
  122257. layerMask: number;
  122258. private _capacity;
  122259. private _activeCount;
  122260. private _currentActiveCount;
  122261. private _accumulatedCount;
  122262. private _renderEffect;
  122263. private _updateEffect;
  122264. private _buffer0;
  122265. private _buffer1;
  122266. private _spriteBuffer;
  122267. private _updateVAO;
  122268. private _renderVAO;
  122269. private _targetIndex;
  122270. private _sourceBuffer;
  122271. private _targetBuffer;
  122272. private _engine;
  122273. private _currentRenderId;
  122274. private _started;
  122275. private _stopped;
  122276. private _timeDelta;
  122277. private _randomTexture;
  122278. private _randomTexture2;
  122279. private _attributesStrideSize;
  122280. private _updateEffectOptions;
  122281. private _randomTextureSize;
  122282. private _actualFrame;
  122283. private readonly _rawTextureWidth;
  122284. /**
  122285. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  122286. */
  122287. static readonly IsSupported: boolean;
  122288. /**
  122289. * An event triggered when the system is disposed.
  122290. */
  122291. onDisposeObservable: Observable<GPUParticleSystem>;
  122292. /**
  122293. * Gets the maximum number of particles active at the same time.
  122294. * @returns The max number of active particles.
  122295. */
  122296. getCapacity(): number;
  122297. /**
  122298. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  122299. * to override the particles.
  122300. */
  122301. forceDepthWrite: boolean;
  122302. /**
  122303. * Gets or set the number of active particles
  122304. */
  122305. activeParticleCount: number;
  122306. private _preWarmDone;
  122307. /**
  122308. * Is this system ready to be used/rendered
  122309. * @return true if the system is ready
  122310. */
  122311. isReady(): boolean;
  122312. /**
  122313. * Gets if the system has been started. (Note: this will still be true after stop is called)
  122314. * @returns True if it has been started, otherwise false.
  122315. */
  122316. isStarted(): boolean;
  122317. /**
  122318. * Starts the particle system and begins to emit
  122319. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  122320. */
  122321. start(delay?: number): void;
  122322. /**
  122323. * Stops the particle system.
  122324. */
  122325. stop(): void;
  122326. /**
  122327. * Remove all active particles
  122328. */
  122329. reset(): void;
  122330. /**
  122331. * Returns the string "GPUParticleSystem"
  122332. * @returns a string containing the class name
  122333. */
  122334. getClassName(): string;
  122335. private _colorGradientsTexture;
  122336. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  122337. /**
  122338. * Adds a new color gradient
  122339. * @param gradient defines the gradient to use (between 0 and 1)
  122340. * @param color1 defines the color to affect to the specified gradient
  122341. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  122342. * @returns the current particle system
  122343. */
  122344. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  122345. /**
  122346. * Remove a specific color gradient
  122347. * @param gradient defines the gradient to remove
  122348. * @returns the current particle system
  122349. */
  122350. removeColorGradient(gradient: number): GPUParticleSystem;
  122351. private _angularSpeedGradientsTexture;
  122352. private _sizeGradientsTexture;
  122353. private _velocityGradientsTexture;
  122354. private _limitVelocityGradientsTexture;
  122355. private _dragGradientsTexture;
  122356. private _addFactorGradient;
  122357. /**
  122358. * Adds a new size gradient
  122359. * @param gradient defines the gradient to use (between 0 and 1)
  122360. * @param factor defines the size factor to affect to the specified gradient
  122361. * @returns the current particle system
  122362. */
  122363. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  122364. /**
  122365. * Remove a specific size gradient
  122366. * @param gradient defines the gradient to remove
  122367. * @returns the current particle system
  122368. */
  122369. removeSizeGradient(gradient: number): GPUParticleSystem;
  122370. /**
  122371. * Adds a new angular speed gradient
  122372. * @param gradient defines the gradient to use (between 0 and 1)
  122373. * @param factor defines the angular speed to affect to the specified gradient
  122374. * @returns the current particle system
  122375. */
  122376. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  122377. /**
  122378. * Remove a specific angular speed gradient
  122379. * @param gradient defines the gradient to remove
  122380. * @returns the current particle system
  122381. */
  122382. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  122383. /**
  122384. * Adds a new velocity gradient
  122385. * @param gradient defines the gradient to use (between 0 and 1)
  122386. * @param factor defines the velocity to affect to the specified gradient
  122387. * @returns the current particle system
  122388. */
  122389. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  122390. /**
  122391. * Remove a specific velocity gradient
  122392. * @param gradient defines the gradient to remove
  122393. * @returns the current particle system
  122394. */
  122395. removeVelocityGradient(gradient: number): GPUParticleSystem;
  122396. /**
  122397. * Adds a new limit velocity gradient
  122398. * @param gradient defines the gradient to use (between 0 and 1)
  122399. * @param factor defines the limit velocity value to affect to the specified gradient
  122400. * @returns the current particle system
  122401. */
  122402. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  122403. /**
  122404. * Remove a specific limit velocity gradient
  122405. * @param gradient defines the gradient to remove
  122406. * @returns the current particle system
  122407. */
  122408. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  122409. /**
  122410. * Adds a new drag gradient
  122411. * @param gradient defines the gradient to use (between 0 and 1)
  122412. * @param factor defines the drag value to affect to the specified gradient
  122413. * @returns the current particle system
  122414. */
  122415. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  122416. /**
  122417. * Remove a specific drag gradient
  122418. * @param gradient defines the gradient to remove
  122419. * @returns the current particle system
  122420. */
  122421. removeDragGradient(gradient: number): GPUParticleSystem;
  122422. /**
  122423. * Not supported by GPUParticleSystem
  122424. * @param gradient defines the gradient to use (between 0 and 1)
  122425. * @param factor defines the emit rate value to affect to the specified gradient
  122426. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122427. * @returns the current particle system
  122428. */
  122429. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122430. /**
  122431. * Not supported by GPUParticleSystem
  122432. * @param gradient defines the gradient to remove
  122433. * @returns the current particle system
  122434. */
  122435. removeEmitRateGradient(gradient: number): IParticleSystem;
  122436. /**
  122437. * Not supported by GPUParticleSystem
  122438. * @param gradient defines the gradient to use (between 0 and 1)
  122439. * @param factor defines the start size value to affect to the specified gradient
  122440. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122441. * @returns the current particle system
  122442. */
  122443. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122444. /**
  122445. * Not supported by GPUParticleSystem
  122446. * @param gradient defines the gradient to remove
  122447. * @returns the current particle system
  122448. */
  122449. removeStartSizeGradient(gradient: number): IParticleSystem;
  122450. /**
  122451. * Not supported by GPUParticleSystem
  122452. * @param gradient defines the gradient to use (between 0 and 1)
  122453. * @param min defines the color remap minimal range
  122454. * @param max defines the color remap maximal range
  122455. * @returns the current particle system
  122456. */
  122457. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  122458. /**
  122459. * Not supported by GPUParticleSystem
  122460. * @param gradient defines the gradient to remove
  122461. * @returns the current particle system
  122462. */
  122463. removeColorRemapGradient(): IParticleSystem;
  122464. /**
  122465. * Not supported by GPUParticleSystem
  122466. * @param gradient defines the gradient to use (between 0 and 1)
  122467. * @param min defines the alpha remap minimal range
  122468. * @param max defines the alpha remap maximal range
  122469. * @returns the current particle system
  122470. */
  122471. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  122472. /**
  122473. * Not supported by GPUParticleSystem
  122474. * @param gradient defines the gradient to remove
  122475. * @returns the current particle system
  122476. */
  122477. removeAlphaRemapGradient(): IParticleSystem;
  122478. /**
  122479. * Not supported by GPUParticleSystem
  122480. * @param gradient defines the gradient to use (between 0 and 1)
  122481. * @param color defines the color to affect to the specified gradient
  122482. * @returns the current particle system
  122483. */
  122484. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  122485. /**
  122486. * Not supported by GPUParticleSystem
  122487. * @param gradient defines the gradient to remove
  122488. * @returns the current particle system
  122489. */
  122490. removeRampGradient(): IParticleSystem;
  122491. /**
  122492. * Not supported by GPUParticleSystem
  122493. * @returns the list of ramp gradients
  122494. */
  122495. getRampGradients(): Nullable<Array<Color3Gradient>>;
  122496. /**
  122497. * Not supported by GPUParticleSystem
  122498. * Gets or sets a boolean indicating that ramp gradients must be used
  122499. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  122500. */
  122501. useRampGradients: boolean;
  122502. /**
  122503. * Not supported by GPUParticleSystem
  122504. * @param gradient defines the gradient to use (between 0 and 1)
  122505. * @param factor defines the life time factor to affect to the specified gradient
  122506. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122507. * @returns the current particle system
  122508. */
  122509. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122510. /**
  122511. * Not supported by GPUParticleSystem
  122512. * @param gradient defines the gradient to remove
  122513. * @returns the current particle system
  122514. */
  122515. removeLifeTimeGradient(gradient: number): IParticleSystem;
  122516. /**
  122517. * Instantiates a GPU particle system.
  122518. * 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.
  122519. * @param name The name of the particle system
  122520. * @param options The options used to create the system
  122521. * @param scene The scene the particle system belongs to
  122522. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  122523. */
  122524. constructor(name: string, options: Partial<{
  122525. capacity: number;
  122526. randomTextureSize: number;
  122527. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  122528. protected _reset(): void;
  122529. private _createUpdateVAO;
  122530. private _createRenderVAO;
  122531. private _initialize;
  122532. /** @hidden */
  122533. _recreateUpdateEffect(): void;
  122534. /** @hidden */
  122535. _recreateRenderEffect(): void;
  122536. /**
  122537. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  122538. * @param preWarm defines if we are in the pre-warmimg phase
  122539. */
  122540. animate(preWarm?: boolean): void;
  122541. private _createFactorGradientTexture;
  122542. private _createSizeGradientTexture;
  122543. private _createAngularSpeedGradientTexture;
  122544. private _createVelocityGradientTexture;
  122545. private _createLimitVelocityGradientTexture;
  122546. private _createDragGradientTexture;
  122547. private _createColorGradientTexture;
  122548. /**
  122549. * Renders the particle system in its current state
  122550. * @param preWarm defines if the system should only update the particles but not render them
  122551. * @returns the current number of particles
  122552. */
  122553. render(preWarm?: boolean): number;
  122554. /**
  122555. * Rebuilds the particle system
  122556. */
  122557. rebuild(): void;
  122558. private _releaseBuffers;
  122559. private _releaseVAOs;
  122560. /**
  122561. * Disposes the particle system and free the associated resources
  122562. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  122563. */
  122564. dispose(disposeTexture?: boolean): void;
  122565. /**
  122566. * Clones the particle system.
  122567. * @param name The name of the cloned object
  122568. * @param newEmitter The new emitter to use
  122569. * @returns the cloned particle system
  122570. */
  122571. clone(name: string, newEmitter: any): GPUParticleSystem;
  122572. /**
  122573. * Serializes the particle system to a JSON object.
  122574. * @returns the JSON object
  122575. */
  122576. serialize(): any;
  122577. /**
  122578. * Parses a JSON object to create a GPU particle system.
  122579. * @param parsedParticleSystem The JSON object to parse
  122580. * @param scene The scene to create the particle system in
  122581. * @param rootUrl The root url to use to load external dependencies like texture
  122582. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  122583. * @returns the parsed GPU particle system
  122584. */
  122585. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  122586. }
  122587. }
  122588. declare module BABYLON {
  122589. /**
  122590. * Represents a set of particle systems working together to create a specific effect
  122591. */
  122592. export class ParticleSystemSet implements IDisposable {
  122593. private _emitterCreationOptions;
  122594. private _emitterNode;
  122595. /**
  122596. * Gets the particle system list
  122597. */
  122598. systems: IParticleSystem[];
  122599. /**
  122600. * Gets the emitter node used with this set
  122601. */
  122602. readonly emitterNode: Nullable<TransformNode>;
  122603. /**
  122604. * Creates a new emitter mesh as a sphere
  122605. * @param options defines the options used to create the sphere
  122606. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  122607. * @param scene defines the hosting scene
  122608. */
  122609. setEmitterAsSphere(options: {
  122610. diameter: number;
  122611. segments: number;
  122612. color: Color3;
  122613. }, renderingGroupId: number, scene: Scene): void;
  122614. /**
  122615. * Starts all particle systems of the set
  122616. * @param emitter defines an optional mesh to use as emitter for the particle systems
  122617. */
  122618. start(emitter?: AbstractMesh): void;
  122619. /**
  122620. * Release all associated resources
  122621. */
  122622. dispose(): void;
  122623. /**
  122624. * Serialize the set into a JSON compatible object
  122625. * @returns a JSON compatible representation of the set
  122626. */
  122627. serialize(): any;
  122628. /**
  122629. * Parse a new ParticleSystemSet from a serialized source
  122630. * @param data defines a JSON compatible representation of the set
  122631. * @param scene defines the hosting scene
  122632. * @param gpu defines if we want GPU particles or CPU particles
  122633. * @returns a new ParticleSystemSet
  122634. */
  122635. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  122636. }
  122637. }
  122638. declare module BABYLON {
  122639. /**
  122640. * This class is made for on one-liner static method to help creating particle system set.
  122641. */
  122642. export class ParticleHelper {
  122643. /**
  122644. * Gets or sets base Assets URL
  122645. */
  122646. static BaseAssetsUrl: string;
  122647. /**
  122648. * Create a default particle system that you can tweak
  122649. * @param emitter defines the emitter to use
  122650. * @param capacity defines the system capacity (default is 500 particles)
  122651. * @param scene defines the hosting scene
  122652. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  122653. * @returns the new Particle system
  122654. */
  122655. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  122656. /**
  122657. * This is the main static method (one-liner) of this helper to create different particle systems
  122658. * @param type This string represents the type to the particle system to create
  122659. * @param scene The scene where the particle system should live
  122660. * @param gpu If the system will use gpu
  122661. * @returns the ParticleSystemSet created
  122662. */
  122663. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  122664. /**
  122665. * Static function used to export a particle system to a ParticleSystemSet variable.
  122666. * Please note that the emitter shape is not exported
  122667. * @param systems defines the particle systems to export
  122668. * @returns the created particle system set
  122669. */
  122670. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  122671. }
  122672. }
  122673. declare module BABYLON {
  122674. interface Engine {
  122675. /**
  122676. * Create an effect to use with particle systems.
  122677. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  122678. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  122679. * @param uniformsNames defines a list of attribute names
  122680. * @param samplers defines an array of string used to represent textures
  122681. * @param defines defines the string containing the defines to use to compile the shaders
  122682. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  122683. * @param onCompiled defines a function to call when the effect creation is successful
  122684. * @param onError defines a function to call when the effect creation has failed
  122685. * @returns the new Effect
  122686. */
  122687. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  122688. }
  122689. interface Mesh {
  122690. /**
  122691. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  122692. * @returns an array of IParticleSystem
  122693. */
  122694. getEmittedParticleSystems(): IParticleSystem[];
  122695. /**
  122696. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  122697. * @returns an array of IParticleSystem
  122698. */
  122699. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  122700. }
  122701. /**
  122702. * @hidden
  122703. */
  122704. export var _IDoNeedToBeInTheBuild: number;
  122705. }
  122706. declare module BABYLON {
  122707. interface Scene {
  122708. /** @hidden (Backing field) */
  122709. _physicsEngine: Nullable<IPhysicsEngine>;
  122710. /**
  122711. * Gets the current physics engine
  122712. * @returns a IPhysicsEngine or null if none attached
  122713. */
  122714. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  122715. /**
  122716. * Enables physics to the current scene
  122717. * @param gravity defines the scene's gravity for the physics engine
  122718. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  122719. * @return a boolean indicating if the physics engine was initialized
  122720. */
  122721. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  122722. /**
  122723. * Disables and disposes the physics engine associated with the scene
  122724. */
  122725. disablePhysicsEngine(): void;
  122726. /**
  122727. * Gets a boolean indicating if there is an active physics engine
  122728. * @returns a boolean indicating if there is an active physics engine
  122729. */
  122730. isPhysicsEnabled(): boolean;
  122731. /**
  122732. * Deletes a physics compound impostor
  122733. * @param compound defines the compound to delete
  122734. */
  122735. deleteCompoundImpostor(compound: any): void;
  122736. /**
  122737. * An event triggered when physic simulation is about to be run
  122738. */
  122739. onBeforePhysicsObservable: Observable<Scene>;
  122740. /**
  122741. * An event triggered when physic simulation has been done
  122742. */
  122743. onAfterPhysicsObservable: Observable<Scene>;
  122744. }
  122745. interface AbstractMesh {
  122746. /** @hidden */
  122747. _physicsImpostor: Nullable<PhysicsImpostor>;
  122748. /**
  122749. * Gets or sets impostor used for physic simulation
  122750. * @see http://doc.babylonjs.com/features/physics_engine
  122751. */
  122752. physicsImpostor: Nullable<PhysicsImpostor>;
  122753. /**
  122754. * Gets the current physics impostor
  122755. * @see http://doc.babylonjs.com/features/physics_engine
  122756. * @returns a physics impostor or null
  122757. */
  122758. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  122759. /** Apply a physic impulse to the mesh
  122760. * @param force defines the force to apply
  122761. * @param contactPoint defines where to apply the force
  122762. * @returns the current mesh
  122763. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  122764. */
  122765. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  122766. /**
  122767. * Creates a physic joint between two meshes
  122768. * @param otherMesh defines the other mesh to use
  122769. * @param pivot1 defines the pivot to use on this mesh
  122770. * @param pivot2 defines the pivot to use on the other mesh
  122771. * @param options defines additional options (can be plugin dependent)
  122772. * @returns the current mesh
  122773. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  122774. */
  122775. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  122776. /** @hidden */
  122777. _disposePhysicsObserver: Nullable<Observer<Node>>;
  122778. }
  122779. /**
  122780. * Defines the physics engine scene component responsible to manage a physics engine
  122781. */
  122782. export class PhysicsEngineSceneComponent implements ISceneComponent {
  122783. /**
  122784. * The component name helpful to identify the component in the list of scene components.
  122785. */
  122786. readonly name: string;
  122787. /**
  122788. * The scene the component belongs to.
  122789. */
  122790. scene: Scene;
  122791. /**
  122792. * Creates a new instance of the component for the given scene
  122793. * @param scene Defines the scene to register the component in
  122794. */
  122795. constructor(scene: Scene);
  122796. /**
  122797. * Registers the component in a given scene
  122798. */
  122799. register(): void;
  122800. /**
  122801. * Rebuilds the elements related to this component in case of
  122802. * context lost for instance.
  122803. */
  122804. rebuild(): void;
  122805. /**
  122806. * Disposes the component and the associated ressources
  122807. */
  122808. dispose(): void;
  122809. }
  122810. }
  122811. declare module BABYLON {
  122812. /**
  122813. * A helper for physics simulations
  122814. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  122815. */
  122816. export class PhysicsHelper {
  122817. private _scene;
  122818. private _physicsEngine;
  122819. /**
  122820. * Initializes the Physics helper
  122821. * @param scene Babylon.js scene
  122822. */
  122823. constructor(scene: Scene);
  122824. /**
  122825. * Applies a radial explosion impulse
  122826. * @param origin the origin of the explosion
  122827. * @param radiusOrEventOptions the radius or the options of radial explosion
  122828. * @param strength the explosion strength
  122829. * @param falloff possible options: Constant & Linear. Defaults to Constant
  122830. * @returns A physics radial explosion event, or null
  122831. */
  122832. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  122833. /**
  122834. * Applies a radial explosion force
  122835. * @param origin the origin of the explosion
  122836. * @param radiusOrEventOptions the radius or the options of radial explosion
  122837. * @param strength the explosion strength
  122838. * @param falloff possible options: Constant & Linear. Defaults to Constant
  122839. * @returns A physics radial explosion event, or null
  122840. */
  122841. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  122842. /**
  122843. * Creates a gravitational field
  122844. * @param origin the origin of the explosion
  122845. * @param radiusOrEventOptions the radius or the options of radial explosion
  122846. * @param strength the explosion strength
  122847. * @param falloff possible options: Constant & Linear. Defaults to Constant
  122848. * @returns A physics gravitational field event, or null
  122849. */
  122850. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  122851. /**
  122852. * Creates a physics updraft event
  122853. * @param origin the origin of the updraft
  122854. * @param radiusOrEventOptions the radius or the options of the updraft
  122855. * @param strength the strength of the updraft
  122856. * @param height the height of the updraft
  122857. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  122858. * @returns A physics updraft event, or null
  122859. */
  122860. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  122861. /**
  122862. * Creates a physics vortex event
  122863. * @param origin the of the vortex
  122864. * @param radiusOrEventOptions the radius or the options of the vortex
  122865. * @param strength the strength of the vortex
  122866. * @param height the height of the vortex
  122867. * @returns a Physics vortex event, or null
  122868. * A physics vortex event or null
  122869. */
  122870. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  122871. }
  122872. /**
  122873. * Represents a physics radial explosion event
  122874. */
  122875. class PhysicsRadialExplosionEvent {
  122876. private _scene;
  122877. private _options;
  122878. private _sphere;
  122879. private _dataFetched;
  122880. /**
  122881. * Initializes a radial explosioin event
  122882. * @param _scene BabylonJS scene
  122883. * @param _options The options for the vortex event
  122884. */
  122885. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  122886. /**
  122887. * Returns the data related to the radial explosion event (sphere).
  122888. * @returns The radial explosion event data
  122889. */
  122890. getData(): PhysicsRadialExplosionEventData;
  122891. /**
  122892. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  122893. * @param impostor A physics imposter
  122894. * @param origin the origin of the explosion
  122895. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  122896. */
  122897. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  122898. /**
  122899. * Triggers affecterd impostors callbacks
  122900. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  122901. */
  122902. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  122903. /**
  122904. * Disposes the sphere.
  122905. * @param force Specifies if the sphere should be disposed by force
  122906. */
  122907. dispose(force?: boolean): void;
  122908. /*** Helpers ***/
  122909. private _prepareSphere;
  122910. private _intersectsWithSphere;
  122911. }
  122912. /**
  122913. * Represents a gravitational field event
  122914. */
  122915. class PhysicsGravitationalFieldEvent {
  122916. private _physicsHelper;
  122917. private _scene;
  122918. private _origin;
  122919. private _options;
  122920. private _tickCallback;
  122921. private _sphere;
  122922. private _dataFetched;
  122923. /**
  122924. * Initializes the physics gravitational field event
  122925. * @param _physicsHelper A physics helper
  122926. * @param _scene BabylonJS scene
  122927. * @param _origin The origin position of the gravitational field event
  122928. * @param _options The options for the vortex event
  122929. */
  122930. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  122931. /**
  122932. * Returns the data related to the gravitational field event (sphere).
  122933. * @returns A gravitational field event
  122934. */
  122935. getData(): PhysicsGravitationalFieldEventData;
  122936. /**
  122937. * Enables the gravitational field.
  122938. */
  122939. enable(): void;
  122940. /**
  122941. * Disables the gravitational field.
  122942. */
  122943. disable(): void;
  122944. /**
  122945. * Disposes the sphere.
  122946. * @param force The force to dispose from the gravitational field event
  122947. */
  122948. dispose(force?: boolean): void;
  122949. private _tick;
  122950. }
  122951. /**
  122952. * Represents a physics updraft event
  122953. */
  122954. class PhysicsUpdraftEvent {
  122955. private _scene;
  122956. private _origin;
  122957. private _options;
  122958. private _physicsEngine;
  122959. private _originTop;
  122960. private _originDirection;
  122961. private _tickCallback;
  122962. private _cylinder;
  122963. private _cylinderPosition;
  122964. private _dataFetched;
  122965. /**
  122966. * Initializes the physics updraft event
  122967. * @param _scene BabylonJS scene
  122968. * @param _origin The origin position of the updraft
  122969. * @param _options The options for the updraft event
  122970. */
  122971. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  122972. /**
  122973. * Returns the data related to the updraft event (cylinder).
  122974. * @returns A physics updraft event
  122975. */
  122976. getData(): PhysicsUpdraftEventData;
  122977. /**
  122978. * Enables the updraft.
  122979. */
  122980. enable(): void;
  122981. /**
  122982. * Disables the updraft.
  122983. */
  122984. disable(): void;
  122985. /**
  122986. * Disposes the cylinder.
  122987. * @param force Specifies if the updraft should be disposed by force
  122988. */
  122989. dispose(force?: boolean): void;
  122990. private getImpostorHitData;
  122991. private _tick;
  122992. /*** Helpers ***/
  122993. private _prepareCylinder;
  122994. private _intersectsWithCylinder;
  122995. }
  122996. /**
  122997. * Represents a physics vortex event
  122998. */
  122999. class PhysicsVortexEvent {
  123000. private _scene;
  123001. private _origin;
  123002. private _options;
  123003. private _physicsEngine;
  123004. private _originTop;
  123005. private _tickCallback;
  123006. private _cylinder;
  123007. private _cylinderPosition;
  123008. private _dataFetched;
  123009. /**
  123010. * Initializes the physics vortex event
  123011. * @param _scene The BabylonJS scene
  123012. * @param _origin The origin position of the vortex
  123013. * @param _options The options for the vortex event
  123014. */
  123015. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  123016. /**
  123017. * Returns the data related to the vortex event (cylinder).
  123018. * @returns The physics vortex event data
  123019. */
  123020. getData(): PhysicsVortexEventData;
  123021. /**
  123022. * Enables the vortex.
  123023. */
  123024. enable(): void;
  123025. /**
  123026. * Disables the cortex.
  123027. */
  123028. disable(): void;
  123029. /**
  123030. * Disposes the sphere.
  123031. * @param force
  123032. */
  123033. dispose(force?: boolean): void;
  123034. private getImpostorHitData;
  123035. private _tick;
  123036. /*** Helpers ***/
  123037. private _prepareCylinder;
  123038. private _intersectsWithCylinder;
  123039. }
  123040. /**
  123041. * Options fot the radial explosion event
  123042. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123043. */
  123044. export class PhysicsRadialExplosionEventOptions {
  123045. /**
  123046. * The radius of the sphere for the radial explosion.
  123047. */
  123048. radius: number;
  123049. /**
  123050. * The strenth of the explosion.
  123051. */
  123052. strength: number;
  123053. /**
  123054. * The strenght of the force in correspondence to the distance of the affected object
  123055. */
  123056. falloff: PhysicsRadialImpulseFalloff;
  123057. /**
  123058. * Sphere options for the radial explosion.
  123059. */
  123060. sphere: {
  123061. segments: number;
  123062. diameter: number;
  123063. };
  123064. /**
  123065. * Sphere options for the radial explosion.
  123066. */
  123067. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  123068. }
  123069. /**
  123070. * Options fot the updraft event
  123071. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123072. */
  123073. export class PhysicsUpdraftEventOptions {
  123074. /**
  123075. * The radius of the cylinder for the vortex
  123076. */
  123077. radius: number;
  123078. /**
  123079. * The strenth of the updraft.
  123080. */
  123081. strength: number;
  123082. /**
  123083. * The height of the cylinder for the updraft.
  123084. */
  123085. height: number;
  123086. /**
  123087. * The mode for the the updraft.
  123088. */
  123089. updraftMode: PhysicsUpdraftMode;
  123090. }
  123091. /**
  123092. * Options fot the vortex event
  123093. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123094. */
  123095. export class PhysicsVortexEventOptions {
  123096. /**
  123097. * The radius of the cylinder for the vortex
  123098. */
  123099. radius: number;
  123100. /**
  123101. * The strenth of the vortex.
  123102. */
  123103. strength: number;
  123104. /**
  123105. * The height of the cylinder for the vortex.
  123106. */
  123107. height: number;
  123108. /**
  123109. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  123110. */
  123111. centripetalForceThreshold: number;
  123112. /**
  123113. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  123114. */
  123115. centripetalForceMultiplier: number;
  123116. /**
  123117. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  123118. */
  123119. centrifugalForceMultiplier: number;
  123120. /**
  123121. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  123122. */
  123123. updraftForceMultiplier: number;
  123124. }
  123125. /**
  123126. * The strenght of the force in correspondence to the distance of the affected object
  123127. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123128. */
  123129. export enum PhysicsRadialImpulseFalloff {
  123130. /** Defines that impulse is constant in strength across it's whole radius */
  123131. Constant = 0,
  123132. /** Defines that impulse gets weaker if it's further from the origin */
  123133. Linear = 1
  123134. }
  123135. /**
  123136. * The strength of the force in correspondence to the distance of the affected object
  123137. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123138. */
  123139. export enum PhysicsUpdraftMode {
  123140. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  123141. Center = 0,
  123142. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  123143. Perpendicular = 1
  123144. }
  123145. /**
  123146. * Interface for a physics hit data
  123147. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123148. */
  123149. export interface PhysicsHitData {
  123150. /**
  123151. * The force applied at the contact point
  123152. */
  123153. force: Vector3;
  123154. /**
  123155. * The contact point
  123156. */
  123157. contactPoint: Vector3;
  123158. /**
  123159. * The distance from the origin to the contact point
  123160. */
  123161. distanceFromOrigin: number;
  123162. }
  123163. /**
  123164. * Interface for radial explosion event data
  123165. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123166. */
  123167. export interface PhysicsRadialExplosionEventData {
  123168. /**
  123169. * A sphere used for the radial explosion event
  123170. */
  123171. sphere: Mesh;
  123172. }
  123173. /**
  123174. * Interface for gravitational field event data
  123175. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123176. */
  123177. export interface PhysicsGravitationalFieldEventData {
  123178. /**
  123179. * A sphere mesh used for the gravitational field event
  123180. */
  123181. sphere: Mesh;
  123182. }
  123183. /**
  123184. * Interface for updraft event data
  123185. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123186. */
  123187. export interface PhysicsUpdraftEventData {
  123188. /**
  123189. * A cylinder used for the updraft event
  123190. */
  123191. cylinder: Mesh;
  123192. }
  123193. /**
  123194. * Interface for vortex event data
  123195. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123196. */
  123197. export interface PhysicsVortexEventData {
  123198. /**
  123199. * A cylinder used for the vortex event
  123200. */
  123201. cylinder: Mesh;
  123202. }
  123203. /**
  123204. * Interface for an affected physics impostor
  123205. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123206. */
  123207. export interface PhysicsAffectedImpostorWithData {
  123208. /**
  123209. * The impostor affected by the effect
  123210. */
  123211. impostor: PhysicsImpostor;
  123212. /**
  123213. * The data about the hit/horce from the explosion
  123214. */
  123215. hitData: PhysicsHitData;
  123216. }
  123217. }
  123218. declare module BABYLON {
  123219. /** @hidden */
  123220. export var blackAndWhitePixelShader: {
  123221. name: string;
  123222. shader: string;
  123223. };
  123224. }
  123225. declare module BABYLON {
  123226. /**
  123227. * Post process used to render in black and white
  123228. */
  123229. export class BlackAndWhitePostProcess extends PostProcess {
  123230. /**
  123231. * Linear about to convert he result to black and white (default: 1)
  123232. */
  123233. degree: number;
  123234. /**
  123235. * Creates a black and white post process
  123236. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  123237. * @param name The name of the effect.
  123238. * @param options The required width/height ratio to downsize to before computing the render pass.
  123239. * @param camera The camera to apply the render pass to.
  123240. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123241. * @param engine The engine which the post process will be applied. (default: current engine)
  123242. * @param reusable If the post process can be reused on the same frame. (default: false)
  123243. */
  123244. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123245. }
  123246. }
  123247. declare module BABYLON {
  123248. /**
  123249. * This represents a set of one or more post processes in Babylon.
  123250. * A post process can be used to apply a shader to a texture after it is rendered.
  123251. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  123252. */
  123253. export class PostProcessRenderEffect {
  123254. private _postProcesses;
  123255. private _getPostProcesses;
  123256. private _singleInstance;
  123257. private _cameras;
  123258. private _indicesForCamera;
  123259. /**
  123260. * Name of the effect
  123261. * @hidden
  123262. */
  123263. _name: string;
  123264. /**
  123265. * Instantiates a post process render effect.
  123266. * A post process can be used to apply a shader to a texture after it is rendered.
  123267. * @param engine The engine the effect is tied to
  123268. * @param name The name of the effect
  123269. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  123270. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  123271. */
  123272. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  123273. /**
  123274. * Checks if all the post processes in the effect are supported.
  123275. */
  123276. readonly isSupported: boolean;
  123277. /**
  123278. * Updates the current state of the effect
  123279. * @hidden
  123280. */
  123281. _update(): void;
  123282. /**
  123283. * Attaches the effect on cameras
  123284. * @param cameras The camera to attach to.
  123285. * @hidden
  123286. */
  123287. _attachCameras(cameras: Camera): void;
  123288. /**
  123289. * Attaches the effect on cameras
  123290. * @param cameras The camera to attach to.
  123291. * @hidden
  123292. */
  123293. _attachCameras(cameras: Camera[]): void;
  123294. /**
  123295. * Detaches the effect on cameras
  123296. * @param cameras The camera to detatch from.
  123297. * @hidden
  123298. */
  123299. _detachCameras(cameras: Camera): void;
  123300. /**
  123301. * Detatches the effect on cameras
  123302. * @param cameras The camera to detatch from.
  123303. * @hidden
  123304. */
  123305. _detachCameras(cameras: Camera[]): void;
  123306. /**
  123307. * Enables the effect on given cameras
  123308. * @param cameras The camera to enable.
  123309. * @hidden
  123310. */
  123311. _enable(cameras: Camera): void;
  123312. /**
  123313. * Enables the effect on given cameras
  123314. * @param cameras The camera to enable.
  123315. * @hidden
  123316. */
  123317. _enable(cameras: Nullable<Camera[]>): void;
  123318. /**
  123319. * Disables the effect on the given cameras
  123320. * @param cameras The camera to disable.
  123321. * @hidden
  123322. */
  123323. _disable(cameras: Camera): void;
  123324. /**
  123325. * Disables the effect on the given cameras
  123326. * @param cameras The camera to disable.
  123327. * @hidden
  123328. */
  123329. _disable(cameras: Nullable<Camera[]>): void;
  123330. /**
  123331. * Gets a list of the post processes contained in the effect.
  123332. * @param camera The camera to get the post processes on.
  123333. * @returns The list of the post processes in the effect.
  123334. */
  123335. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  123336. }
  123337. }
  123338. declare module BABYLON {
  123339. /** @hidden */
  123340. export var extractHighlightsPixelShader: {
  123341. name: string;
  123342. shader: string;
  123343. };
  123344. }
  123345. declare module BABYLON {
  123346. /**
  123347. * 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.
  123348. */
  123349. export class ExtractHighlightsPostProcess extends PostProcess {
  123350. /**
  123351. * The luminance threshold, pixels below this value will be set to black.
  123352. */
  123353. threshold: number;
  123354. /** @hidden */
  123355. _exposure: number;
  123356. /**
  123357. * Post process which has the input texture to be used when performing highlight extraction
  123358. * @hidden
  123359. */
  123360. _inputPostProcess: Nullable<PostProcess>;
  123361. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123362. }
  123363. }
  123364. declare module BABYLON {
  123365. /** @hidden */
  123366. export var bloomMergePixelShader: {
  123367. name: string;
  123368. shader: string;
  123369. };
  123370. }
  123371. declare module BABYLON {
  123372. /**
  123373. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  123374. */
  123375. export class BloomMergePostProcess extends PostProcess {
  123376. /** Weight of the bloom to be added to the original input. */
  123377. weight: number;
  123378. /**
  123379. * Creates a new instance of @see BloomMergePostProcess
  123380. * @param name The name of the effect.
  123381. * @param originalFromInput Post process which's input will be used for the merge.
  123382. * @param blurred Blurred highlights post process which's output will be used.
  123383. * @param weight Weight of the bloom to be added to the original input.
  123384. * @param options The required width/height ratio to downsize to before computing the render pass.
  123385. * @param camera The camera to apply the render pass to.
  123386. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123387. * @param engine The engine which the post process will be applied. (default: current engine)
  123388. * @param reusable If the post process can be reused on the same frame. (default: false)
  123389. * @param textureType Type of textures used when performing the post process. (default: 0)
  123390. * @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)
  123391. */
  123392. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  123393. /** Weight of the bloom to be added to the original input. */
  123394. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123395. }
  123396. }
  123397. declare module BABYLON {
  123398. /**
  123399. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  123400. */
  123401. export class BloomEffect extends PostProcessRenderEffect {
  123402. private bloomScale;
  123403. /**
  123404. * @hidden Internal
  123405. */
  123406. _effects: Array<PostProcess>;
  123407. /**
  123408. * @hidden Internal
  123409. */
  123410. _downscale: ExtractHighlightsPostProcess;
  123411. private _blurX;
  123412. private _blurY;
  123413. private _merge;
  123414. /**
  123415. * The luminance threshold to find bright areas of the image to bloom.
  123416. */
  123417. threshold: number;
  123418. /**
  123419. * The strength of the bloom.
  123420. */
  123421. weight: number;
  123422. /**
  123423. * Specifies the size of the bloom blur kernel, relative to the final output size
  123424. */
  123425. kernel: number;
  123426. /**
  123427. * Creates a new instance of @see BloomEffect
  123428. * @param scene The scene the effect belongs to.
  123429. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  123430. * @param bloomKernel The size of the kernel to be used when applying the blur.
  123431. * @param bloomWeight The the strength of bloom.
  123432. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  123433. * @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)
  123434. */
  123435. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  123436. /**
  123437. * Disposes each of the internal effects for a given camera.
  123438. * @param camera The camera to dispose the effect on.
  123439. */
  123440. disposeEffects(camera: Camera): void;
  123441. /**
  123442. * @hidden Internal
  123443. */
  123444. _updateEffects(): void;
  123445. /**
  123446. * Internal
  123447. * @returns if all the contained post processes are ready.
  123448. * @hidden
  123449. */
  123450. _isReady(): boolean;
  123451. }
  123452. }
  123453. declare module BABYLON {
  123454. /** @hidden */
  123455. export var chromaticAberrationPixelShader: {
  123456. name: string;
  123457. shader: string;
  123458. };
  123459. }
  123460. declare module BABYLON {
  123461. /**
  123462. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  123463. */
  123464. export class ChromaticAberrationPostProcess extends PostProcess {
  123465. /**
  123466. * The amount of seperation of rgb channels (default: 30)
  123467. */
  123468. aberrationAmount: number;
  123469. /**
  123470. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  123471. */
  123472. radialIntensity: number;
  123473. /**
  123474. * 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))
  123475. */
  123476. direction: Vector2;
  123477. /**
  123478. * 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))
  123479. */
  123480. centerPosition: Vector2;
  123481. /**
  123482. * Creates a new instance ChromaticAberrationPostProcess
  123483. * @param name The name of the effect.
  123484. * @param screenWidth The width of the screen to apply the effect on.
  123485. * @param screenHeight The height of the screen to apply the effect on.
  123486. * @param options The required width/height ratio to downsize to before computing the render pass.
  123487. * @param camera The camera to apply the render pass to.
  123488. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123489. * @param engine The engine which the post process will be applied. (default: current engine)
  123490. * @param reusable If the post process can be reused on the same frame. (default: false)
  123491. * @param textureType Type of textures used when performing the post process. (default: 0)
  123492. * @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)
  123493. */
  123494. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123495. }
  123496. }
  123497. declare module BABYLON {
  123498. /** @hidden */
  123499. export var circleOfConfusionPixelShader: {
  123500. name: string;
  123501. shader: string;
  123502. };
  123503. }
  123504. declare module BABYLON {
  123505. /**
  123506. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  123507. */
  123508. export class CircleOfConfusionPostProcess extends PostProcess {
  123509. /**
  123510. * 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.
  123511. */
  123512. lensSize: number;
  123513. /**
  123514. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  123515. */
  123516. fStop: number;
  123517. /**
  123518. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  123519. */
  123520. focusDistance: number;
  123521. /**
  123522. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  123523. */
  123524. focalLength: number;
  123525. private _depthTexture;
  123526. /**
  123527. * Creates a new instance CircleOfConfusionPostProcess
  123528. * @param name The name of the effect.
  123529. * @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.
  123530. * @param options The required width/height ratio to downsize to before computing the render pass.
  123531. * @param camera The camera to apply the render pass to.
  123532. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123533. * @param engine The engine which the post process will be applied. (default: current engine)
  123534. * @param reusable If the post process can be reused on the same frame. (default: false)
  123535. * @param textureType Type of textures used when performing the post process. (default: 0)
  123536. * @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)
  123537. */
  123538. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123539. /**
  123540. * 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.
  123541. */
  123542. depthTexture: RenderTargetTexture;
  123543. }
  123544. }
  123545. declare module BABYLON {
  123546. /** @hidden */
  123547. export var colorCorrectionPixelShader: {
  123548. name: string;
  123549. shader: string;
  123550. };
  123551. }
  123552. declare module BABYLON {
  123553. /**
  123554. *
  123555. * This post-process allows the modification of rendered colors by using
  123556. * a 'look-up table' (LUT). This effect is also called Color Grading.
  123557. *
  123558. * The object needs to be provided an url to a texture containing the color
  123559. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  123560. * Use an image editing software to tweak the LUT to match your needs.
  123561. *
  123562. * For an example of a color LUT, see here:
  123563. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  123564. * For explanations on color grading, see here:
  123565. * @see http://udn.epicgames.com/Three/ColorGrading.html
  123566. *
  123567. */
  123568. export class ColorCorrectionPostProcess extends PostProcess {
  123569. private _colorTableTexture;
  123570. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123571. }
  123572. }
  123573. declare module BABYLON {
  123574. /** @hidden */
  123575. export var convolutionPixelShader: {
  123576. name: string;
  123577. shader: string;
  123578. };
  123579. }
  123580. declare module BABYLON {
  123581. /**
  123582. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  123583. * input texture to perform effects such as edge detection or sharpening
  123584. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  123585. */
  123586. export class ConvolutionPostProcess extends PostProcess {
  123587. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  123588. kernel: number[];
  123589. /**
  123590. * Creates a new instance ConvolutionPostProcess
  123591. * @param name The name of the effect.
  123592. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  123593. * @param options The required width/height ratio to downsize to before computing the render pass.
  123594. * @param camera The camera to apply the render pass to.
  123595. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123596. * @param engine The engine which the post process will be applied. (default: current engine)
  123597. * @param reusable If the post process can be reused on the same frame. (default: false)
  123598. * @param textureType Type of textures used when performing the post process. (default: 0)
  123599. */
  123600. constructor(name: string,
  123601. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  123602. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  123603. /**
  123604. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123605. */
  123606. static EdgeDetect0Kernel: number[];
  123607. /**
  123608. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123609. */
  123610. static EdgeDetect1Kernel: number[];
  123611. /**
  123612. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123613. */
  123614. static EdgeDetect2Kernel: number[];
  123615. /**
  123616. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123617. */
  123618. static SharpenKernel: number[];
  123619. /**
  123620. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123621. */
  123622. static EmbossKernel: number[];
  123623. /**
  123624. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123625. */
  123626. static GaussianKernel: number[];
  123627. }
  123628. }
  123629. declare module BABYLON {
  123630. /**
  123631. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  123632. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  123633. * based on samples that have a large difference in distance than the center pixel.
  123634. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  123635. */
  123636. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  123637. direction: Vector2;
  123638. /**
  123639. * Creates a new instance CircleOfConfusionPostProcess
  123640. * @param name The name of the effect.
  123641. * @param scene The scene the effect belongs to.
  123642. * @param direction The direction the blur should be applied.
  123643. * @param kernel The size of the kernel used to blur.
  123644. * @param options The required width/height ratio to downsize to before computing the render pass.
  123645. * @param camera The camera to apply the render pass to.
  123646. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  123647. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  123648. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123649. * @param engine The engine which the post process will be applied. (default: current engine)
  123650. * @param reusable If the post process can be reused on the same frame. (default: false)
  123651. * @param textureType Type of textures used when performing the post process. (default: 0)
  123652. * @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)
  123653. */
  123654. 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);
  123655. }
  123656. }
  123657. declare module BABYLON {
  123658. /** @hidden */
  123659. export var depthOfFieldMergePixelShader: {
  123660. name: string;
  123661. shader: string;
  123662. };
  123663. }
  123664. declare module BABYLON {
  123665. /**
  123666. * Options to be set when merging outputs from the default pipeline.
  123667. */
  123668. export class DepthOfFieldMergePostProcessOptions {
  123669. /**
  123670. * The original image to merge on top of
  123671. */
  123672. originalFromInput: PostProcess;
  123673. /**
  123674. * Parameters to perform the merge of the depth of field effect
  123675. */
  123676. depthOfField?: {
  123677. circleOfConfusion: PostProcess;
  123678. blurSteps: Array<PostProcess>;
  123679. };
  123680. /**
  123681. * Parameters to perform the merge of bloom effect
  123682. */
  123683. bloom?: {
  123684. blurred: PostProcess;
  123685. weight: number;
  123686. };
  123687. }
  123688. /**
  123689. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  123690. */
  123691. export class DepthOfFieldMergePostProcess extends PostProcess {
  123692. private blurSteps;
  123693. /**
  123694. * Creates a new instance of DepthOfFieldMergePostProcess
  123695. * @param name The name of the effect.
  123696. * @param originalFromInput Post process which's input will be used for the merge.
  123697. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  123698. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  123699. * @param options The required width/height ratio to downsize to before computing the render pass.
  123700. * @param camera The camera to apply the render pass to.
  123701. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123702. * @param engine The engine which the post process will be applied. (default: current engine)
  123703. * @param reusable If the post process can be reused on the same frame. (default: false)
  123704. * @param textureType Type of textures used when performing the post process. (default: 0)
  123705. * @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)
  123706. */
  123707. 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);
  123708. /**
  123709. * Updates the effect with the current post process compile time values and recompiles the shader.
  123710. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  123711. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  123712. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  123713. * @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
  123714. * @param onCompiled Called when the shader has been compiled.
  123715. * @param onError Called if there is an error when compiling a shader.
  123716. */
  123717. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  123718. }
  123719. }
  123720. declare module BABYLON {
  123721. /**
  123722. * Specifies the level of max blur that should be applied when using the depth of field effect
  123723. */
  123724. export enum DepthOfFieldEffectBlurLevel {
  123725. /**
  123726. * Subtle blur
  123727. */
  123728. Low = 0,
  123729. /**
  123730. * Medium blur
  123731. */
  123732. Medium = 1,
  123733. /**
  123734. * Large blur
  123735. */
  123736. High = 2
  123737. }
  123738. /**
  123739. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  123740. */
  123741. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  123742. private _circleOfConfusion;
  123743. /**
  123744. * @hidden Internal, blurs from high to low
  123745. */
  123746. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  123747. private _depthOfFieldBlurY;
  123748. private _dofMerge;
  123749. /**
  123750. * @hidden Internal post processes in depth of field effect
  123751. */
  123752. _effects: Array<PostProcess>;
  123753. /**
  123754. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  123755. */
  123756. focalLength: number;
  123757. /**
  123758. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  123759. */
  123760. fStop: number;
  123761. /**
  123762. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  123763. */
  123764. focusDistance: number;
  123765. /**
  123766. * 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.
  123767. */
  123768. lensSize: number;
  123769. /**
  123770. * Creates a new instance DepthOfFieldEffect
  123771. * @param scene The scene the effect belongs to.
  123772. * @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.
  123773. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  123774. * @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)
  123775. */
  123776. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  123777. /**
  123778. * Get the current class name of the current effet
  123779. * @returns "DepthOfFieldEffect"
  123780. */
  123781. getClassName(): string;
  123782. /**
  123783. * 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.
  123784. */
  123785. depthTexture: RenderTargetTexture;
  123786. /**
  123787. * Disposes each of the internal effects for a given camera.
  123788. * @param camera The camera to dispose the effect on.
  123789. */
  123790. disposeEffects(camera: Camera): void;
  123791. /**
  123792. * @hidden Internal
  123793. */
  123794. _updateEffects(): void;
  123795. /**
  123796. * Internal
  123797. * @returns if all the contained post processes are ready.
  123798. * @hidden
  123799. */
  123800. _isReady(): boolean;
  123801. }
  123802. }
  123803. declare module BABYLON {
  123804. /** @hidden */
  123805. export var displayPassPixelShader: {
  123806. name: string;
  123807. shader: string;
  123808. };
  123809. }
  123810. declare module BABYLON {
  123811. /**
  123812. * DisplayPassPostProcess which produces an output the same as it's input
  123813. */
  123814. export class DisplayPassPostProcess extends PostProcess {
  123815. /**
  123816. * Creates the DisplayPassPostProcess
  123817. * @param name The name of the effect.
  123818. * @param options The required width/height ratio to downsize to before computing the render pass.
  123819. * @param camera The camera to apply the render pass to.
  123820. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123821. * @param engine The engine which the post process will be applied. (default: current engine)
  123822. * @param reusable If the post process can be reused on the same frame. (default: false)
  123823. */
  123824. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123825. }
  123826. }
  123827. declare module BABYLON {
  123828. /** @hidden */
  123829. export var filterPixelShader: {
  123830. name: string;
  123831. shader: string;
  123832. };
  123833. }
  123834. declare module BABYLON {
  123835. /**
  123836. * Applies a kernel filter to the image
  123837. */
  123838. export class FilterPostProcess extends PostProcess {
  123839. /** The matrix to be applied to the image */
  123840. kernelMatrix: Matrix;
  123841. /**
  123842. *
  123843. * @param name The name of the effect.
  123844. * @param kernelMatrix The matrix to be applied to the image
  123845. * @param options The required width/height ratio to downsize to before computing the render pass.
  123846. * @param camera The camera to apply the render pass to.
  123847. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123848. * @param engine The engine which the post process will be applied. (default: current engine)
  123849. * @param reusable If the post process can be reused on the same frame. (default: false)
  123850. */
  123851. constructor(name: string,
  123852. /** The matrix to be applied to the image */
  123853. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123854. }
  123855. }
  123856. declare module BABYLON {
  123857. /** @hidden */
  123858. export var fxaaPixelShader: {
  123859. name: string;
  123860. shader: string;
  123861. };
  123862. }
  123863. declare module BABYLON {
  123864. /** @hidden */
  123865. export var fxaaVertexShader: {
  123866. name: string;
  123867. shader: string;
  123868. };
  123869. }
  123870. declare module BABYLON {
  123871. /**
  123872. * Fxaa post process
  123873. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  123874. */
  123875. export class FxaaPostProcess extends PostProcess {
  123876. /** @hidden */
  123877. texelWidth: number;
  123878. /** @hidden */
  123879. texelHeight: number;
  123880. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  123881. private _getDefines;
  123882. }
  123883. }
  123884. declare module BABYLON {
  123885. /** @hidden */
  123886. export var grainPixelShader: {
  123887. name: string;
  123888. shader: string;
  123889. };
  123890. }
  123891. declare module BABYLON {
  123892. /**
  123893. * The GrainPostProcess adds noise to the image at mid luminance levels
  123894. */
  123895. export class GrainPostProcess extends PostProcess {
  123896. /**
  123897. * The intensity of the grain added (default: 30)
  123898. */
  123899. intensity: number;
  123900. /**
  123901. * If the grain should be randomized on every frame
  123902. */
  123903. animated: boolean;
  123904. /**
  123905. * Creates a new instance of @see GrainPostProcess
  123906. * @param name The name of the effect.
  123907. * @param options The required width/height ratio to downsize to before computing the render pass.
  123908. * @param camera The camera to apply the render pass to.
  123909. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123910. * @param engine The engine which the post process will be applied. (default: current engine)
  123911. * @param reusable If the post process can be reused on the same frame. (default: false)
  123912. * @param textureType Type of textures used when performing the post process. (default: 0)
  123913. * @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)
  123914. */
  123915. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123916. }
  123917. }
  123918. declare module BABYLON {
  123919. /** @hidden */
  123920. export var highlightsPixelShader: {
  123921. name: string;
  123922. shader: string;
  123923. };
  123924. }
  123925. declare module BABYLON {
  123926. /**
  123927. * Extracts highlights from the image
  123928. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  123929. */
  123930. export class HighlightsPostProcess extends PostProcess {
  123931. /**
  123932. * Extracts highlights from the image
  123933. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  123934. * @param name The name of the effect.
  123935. * @param options The required width/height ratio to downsize to before computing the render pass.
  123936. * @param camera The camera to apply the render pass to.
  123937. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123938. * @param engine The engine which the post process will be applied. (default: current engine)
  123939. * @param reusable If the post process can be reused on the same frame. (default: false)
  123940. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  123941. */
  123942. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  123943. }
  123944. }
  123945. declare module BABYLON {
  123946. /** @hidden */
  123947. export var mrtFragmentDeclaration: {
  123948. name: string;
  123949. shader: string;
  123950. };
  123951. }
  123952. declare module BABYLON {
  123953. /** @hidden */
  123954. export var geometryPixelShader: {
  123955. name: string;
  123956. shader: string;
  123957. };
  123958. }
  123959. declare module BABYLON {
  123960. /** @hidden */
  123961. export var geometryVertexShader: {
  123962. name: string;
  123963. shader: string;
  123964. };
  123965. }
  123966. declare module BABYLON {
  123967. /** @hidden */
  123968. interface ISavedTransformationMatrix {
  123969. world: Matrix;
  123970. viewProjection: Matrix;
  123971. }
  123972. /**
  123973. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  123974. */
  123975. export class GeometryBufferRenderer {
  123976. /**
  123977. * Constant used to retrieve the position texture index in the G-Buffer textures array
  123978. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  123979. */
  123980. static readonly POSITION_TEXTURE_TYPE: number;
  123981. /**
  123982. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  123983. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  123984. */
  123985. static readonly VELOCITY_TEXTURE_TYPE: number;
  123986. /**
  123987. * Dictionary used to store the previous transformation matrices of each rendered mesh
  123988. * in order to compute objects velocities when enableVelocity is set to "true"
  123989. * @hidden
  123990. */
  123991. _previousTransformationMatrices: {
  123992. [index: number]: ISavedTransformationMatrix;
  123993. };
  123994. /**
  123995. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  123996. * in order to compute objects velocities when enableVelocity is set to "true"
  123997. * @hidden
  123998. */
  123999. _previousBonesTransformationMatrices: {
  124000. [index: number]: Float32Array;
  124001. };
  124002. /**
  124003. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  124004. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  124005. */
  124006. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  124007. private _scene;
  124008. private _multiRenderTarget;
  124009. private _ratio;
  124010. private _enablePosition;
  124011. private _enableVelocity;
  124012. private _positionIndex;
  124013. private _velocityIndex;
  124014. protected _effect: Effect;
  124015. protected _cachedDefines: string;
  124016. /**
  124017. * Set the render list (meshes to be rendered) used in the G buffer.
  124018. */
  124019. renderList: Mesh[];
  124020. /**
  124021. * Gets wether or not G buffer are supported by the running hardware.
  124022. * This requires draw buffer supports
  124023. */
  124024. readonly isSupported: boolean;
  124025. /**
  124026. * Returns the index of the given texture type in the G-Buffer textures array
  124027. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  124028. * @returns the index of the given texture type in the G-Buffer textures array
  124029. */
  124030. getTextureIndex(textureType: number): number;
  124031. /**
  124032. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  124033. */
  124034. /**
  124035. * Sets whether or not objects positions are enabled for the G buffer.
  124036. */
  124037. enablePosition: boolean;
  124038. /**
  124039. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  124040. */
  124041. /**
  124042. * Sets wether or not objects velocities are enabled for the G buffer.
  124043. */
  124044. enableVelocity: boolean;
  124045. /**
  124046. * Gets the scene associated with the buffer.
  124047. */
  124048. readonly scene: Scene;
  124049. /**
  124050. * Gets the ratio used by the buffer during its creation.
  124051. * How big is the buffer related to the main canvas.
  124052. */
  124053. readonly ratio: number;
  124054. /** @hidden */
  124055. static _SceneComponentInitialization: (scene: Scene) => void;
  124056. /**
  124057. * Creates a new G Buffer for the scene
  124058. * @param scene The scene the buffer belongs to
  124059. * @param ratio How big is the buffer related to the main canvas.
  124060. */
  124061. constructor(scene: Scene, ratio?: number);
  124062. /**
  124063. * Checks wether everything is ready to render a submesh to the G buffer.
  124064. * @param subMesh the submesh to check readiness for
  124065. * @param useInstances is the mesh drawn using instance or not
  124066. * @returns true if ready otherwise false
  124067. */
  124068. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  124069. /**
  124070. * Gets the current underlying G Buffer.
  124071. * @returns the buffer
  124072. */
  124073. getGBuffer(): MultiRenderTarget;
  124074. /**
  124075. * Gets the number of samples used to render the buffer (anti aliasing).
  124076. */
  124077. /**
  124078. * Sets the number of samples used to render the buffer (anti aliasing).
  124079. */
  124080. samples: number;
  124081. /**
  124082. * Disposes the renderer and frees up associated resources.
  124083. */
  124084. dispose(): void;
  124085. protected _createRenderTargets(): void;
  124086. private _copyBonesTransformationMatrices;
  124087. }
  124088. }
  124089. declare module BABYLON {
  124090. interface Scene {
  124091. /** @hidden (Backing field) */
  124092. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  124093. /**
  124094. * Gets or Sets the current geometry buffer associated to the scene.
  124095. */
  124096. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  124097. /**
  124098. * Enables a GeometryBufferRender and associates it with the scene
  124099. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  124100. * @returns the GeometryBufferRenderer
  124101. */
  124102. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  124103. /**
  124104. * Disables the GeometryBufferRender associated with the scene
  124105. */
  124106. disableGeometryBufferRenderer(): void;
  124107. }
  124108. /**
  124109. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  124110. * in several rendering techniques.
  124111. */
  124112. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  124113. /**
  124114. * The component name helpful to identify the component in the list of scene components.
  124115. */
  124116. readonly name: string;
  124117. /**
  124118. * The scene the component belongs to.
  124119. */
  124120. scene: Scene;
  124121. /**
  124122. * Creates a new instance of the component for the given scene
  124123. * @param scene Defines the scene to register the component in
  124124. */
  124125. constructor(scene: Scene);
  124126. /**
  124127. * Registers the component in a given scene
  124128. */
  124129. register(): void;
  124130. /**
  124131. * Rebuilds the elements related to this component in case of
  124132. * context lost for instance.
  124133. */
  124134. rebuild(): void;
  124135. /**
  124136. * Disposes the component and the associated ressources
  124137. */
  124138. dispose(): void;
  124139. private _gatherRenderTargets;
  124140. }
  124141. }
  124142. declare module BABYLON {
  124143. /** @hidden */
  124144. export var motionBlurPixelShader: {
  124145. name: string;
  124146. shader: string;
  124147. };
  124148. }
  124149. declare module BABYLON {
  124150. /**
  124151. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  124152. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  124153. * As an example, all you have to do is to create the post-process:
  124154. * var mb = new BABYLON.MotionBlurPostProcess(
  124155. * 'mb', // The name of the effect.
  124156. * scene, // The scene containing the objects to blur according to their velocity.
  124157. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  124158. * camera // The camera to apply the render pass to.
  124159. * );
  124160. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  124161. */
  124162. export class MotionBlurPostProcess extends PostProcess {
  124163. /**
  124164. * Defines how much the image is blurred by the movement. Default value is equal to 1
  124165. */
  124166. motionStrength: number;
  124167. /**
  124168. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  124169. */
  124170. /**
  124171. * Sets the number of iterations to be used for motion blur quality
  124172. */
  124173. motionBlurSamples: number;
  124174. private _motionBlurSamples;
  124175. private _geometryBufferRenderer;
  124176. /**
  124177. * Creates a new instance MotionBlurPostProcess
  124178. * @param name The name of the effect.
  124179. * @param scene The scene containing the objects to blur according to their velocity.
  124180. * @param options The required width/height ratio to downsize to before computing the render pass.
  124181. * @param camera The camera to apply the render pass to.
  124182. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124183. * @param engine The engine which the post process will be applied. (default: current engine)
  124184. * @param reusable If the post process can be reused on the same frame. (default: false)
  124185. * @param textureType Type of textures used when performing the post process. (default: 0)
  124186. * @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)
  124187. */
  124188. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124189. /**
  124190. * Excludes the given skinned mesh from computing bones velocities.
  124191. * 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.
  124192. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  124193. */
  124194. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  124195. /**
  124196. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  124197. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  124198. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  124199. */
  124200. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  124201. /**
  124202. * Disposes the post process.
  124203. * @param camera The camera to dispose the post process on.
  124204. */
  124205. dispose(camera?: Camera): void;
  124206. }
  124207. }
  124208. declare module BABYLON {
  124209. /** @hidden */
  124210. export var refractionPixelShader: {
  124211. name: string;
  124212. shader: string;
  124213. };
  124214. }
  124215. declare module BABYLON {
  124216. /**
  124217. * Post process which applies a refractin texture
  124218. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  124219. */
  124220. export class RefractionPostProcess extends PostProcess {
  124221. /** the base color of the refraction (used to taint the rendering) */
  124222. color: Color3;
  124223. /** simulated refraction depth */
  124224. depth: number;
  124225. /** the coefficient of the base color (0 to remove base color tainting) */
  124226. colorLevel: number;
  124227. private _refTexture;
  124228. private _ownRefractionTexture;
  124229. /**
  124230. * Gets or sets the refraction texture
  124231. * Please note that you are responsible for disposing the texture if you set it manually
  124232. */
  124233. refractionTexture: Texture;
  124234. /**
  124235. * Initializes the RefractionPostProcess
  124236. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  124237. * @param name The name of the effect.
  124238. * @param refractionTextureUrl Url of the refraction texture to use
  124239. * @param color the base color of the refraction (used to taint the rendering)
  124240. * @param depth simulated refraction depth
  124241. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  124242. * @param camera The camera to apply the render pass to.
  124243. * @param options The required width/height ratio to downsize to before computing the render pass.
  124244. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124245. * @param engine The engine which the post process will be applied. (default: current engine)
  124246. * @param reusable If the post process can be reused on the same frame. (default: false)
  124247. */
  124248. constructor(name: string, refractionTextureUrl: string,
  124249. /** the base color of the refraction (used to taint the rendering) */
  124250. color: Color3,
  124251. /** simulated refraction depth */
  124252. depth: number,
  124253. /** the coefficient of the base color (0 to remove base color tainting) */
  124254. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  124255. /**
  124256. * Disposes of the post process
  124257. * @param camera Camera to dispose post process on
  124258. */
  124259. dispose(camera: Camera): void;
  124260. }
  124261. }
  124262. declare module BABYLON {
  124263. /** @hidden */
  124264. export var sharpenPixelShader: {
  124265. name: string;
  124266. shader: string;
  124267. };
  124268. }
  124269. declare module BABYLON {
  124270. /**
  124271. * The SharpenPostProcess applies a sharpen kernel to every pixel
  124272. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  124273. */
  124274. export class SharpenPostProcess extends PostProcess {
  124275. /**
  124276. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  124277. */
  124278. colorAmount: number;
  124279. /**
  124280. * How much sharpness should be applied (default: 0.3)
  124281. */
  124282. edgeAmount: number;
  124283. /**
  124284. * Creates a new instance ConvolutionPostProcess
  124285. * @param name The name of the effect.
  124286. * @param options The required width/height ratio to downsize to before computing the render pass.
  124287. * @param camera The camera to apply the render pass to.
  124288. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124289. * @param engine The engine which the post process will be applied. (default: current engine)
  124290. * @param reusable If the post process can be reused on the same frame. (default: false)
  124291. * @param textureType Type of textures used when performing the post process. (default: 0)
  124292. * @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)
  124293. */
  124294. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124295. }
  124296. }
  124297. declare module BABYLON {
  124298. /**
  124299. * PostProcessRenderPipeline
  124300. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124301. */
  124302. export class PostProcessRenderPipeline {
  124303. private engine;
  124304. private _renderEffects;
  124305. private _renderEffectsForIsolatedPass;
  124306. /**
  124307. * List of inspectable custom properties (used by the Inspector)
  124308. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  124309. */
  124310. inspectableCustomProperties: IInspectable[];
  124311. /**
  124312. * @hidden
  124313. */
  124314. protected _cameras: Camera[];
  124315. /** @hidden */
  124316. _name: string;
  124317. /**
  124318. * Gets pipeline name
  124319. */
  124320. readonly name: string;
  124321. /**
  124322. * Initializes a PostProcessRenderPipeline
  124323. * @param engine engine to add the pipeline to
  124324. * @param name name of the pipeline
  124325. */
  124326. constructor(engine: Engine, name: string);
  124327. /**
  124328. * Gets the class name
  124329. * @returns "PostProcessRenderPipeline"
  124330. */
  124331. getClassName(): string;
  124332. /**
  124333. * If all the render effects in the pipeline are supported
  124334. */
  124335. readonly isSupported: boolean;
  124336. /**
  124337. * Adds an effect to the pipeline
  124338. * @param renderEffect the effect to add
  124339. */
  124340. addEffect(renderEffect: PostProcessRenderEffect): void;
  124341. /** @hidden */
  124342. _rebuild(): void;
  124343. /** @hidden */
  124344. _enableEffect(renderEffectName: string, cameras: Camera): void;
  124345. /** @hidden */
  124346. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  124347. /** @hidden */
  124348. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  124349. /** @hidden */
  124350. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  124351. /** @hidden */
  124352. _attachCameras(cameras: Camera, unique: boolean): void;
  124353. /** @hidden */
  124354. _attachCameras(cameras: Camera[], unique: boolean): void;
  124355. /** @hidden */
  124356. _detachCameras(cameras: Camera): void;
  124357. /** @hidden */
  124358. _detachCameras(cameras: Nullable<Camera[]>): void;
  124359. /** @hidden */
  124360. _update(): void;
  124361. /** @hidden */
  124362. _reset(): void;
  124363. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  124364. /**
  124365. * Disposes of the pipeline
  124366. */
  124367. dispose(): void;
  124368. }
  124369. }
  124370. declare module BABYLON {
  124371. /**
  124372. * PostProcessRenderPipelineManager class
  124373. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124374. */
  124375. export class PostProcessRenderPipelineManager {
  124376. private _renderPipelines;
  124377. /**
  124378. * Initializes a PostProcessRenderPipelineManager
  124379. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124380. */
  124381. constructor();
  124382. /**
  124383. * Gets the list of supported render pipelines
  124384. */
  124385. readonly supportedPipelines: PostProcessRenderPipeline[];
  124386. /**
  124387. * Adds a pipeline to the manager
  124388. * @param renderPipeline The pipeline to add
  124389. */
  124390. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  124391. /**
  124392. * Attaches a camera to the pipeline
  124393. * @param renderPipelineName The name of the pipeline to attach to
  124394. * @param cameras the camera to attach
  124395. * @param unique if the camera can be attached multiple times to the pipeline
  124396. */
  124397. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  124398. /**
  124399. * Detaches a camera from the pipeline
  124400. * @param renderPipelineName The name of the pipeline to detach from
  124401. * @param cameras the camera to detach
  124402. */
  124403. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  124404. /**
  124405. * Enables an effect by name on a pipeline
  124406. * @param renderPipelineName the name of the pipeline to enable the effect in
  124407. * @param renderEffectName the name of the effect to enable
  124408. * @param cameras the cameras that the effect should be enabled on
  124409. */
  124410. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  124411. /**
  124412. * Disables an effect by name on a pipeline
  124413. * @param renderPipelineName the name of the pipeline to disable the effect in
  124414. * @param renderEffectName the name of the effect to disable
  124415. * @param cameras the cameras that the effect should be disabled on
  124416. */
  124417. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  124418. /**
  124419. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  124420. */
  124421. update(): void;
  124422. /** @hidden */
  124423. _rebuild(): void;
  124424. /**
  124425. * Disposes of the manager and pipelines
  124426. */
  124427. dispose(): void;
  124428. }
  124429. }
  124430. declare module BABYLON {
  124431. interface Scene {
  124432. /** @hidden (Backing field) */
  124433. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  124434. /**
  124435. * Gets the postprocess render pipeline manager
  124436. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124437. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  124438. */
  124439. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  124440. }
  124441. /**
  124442. * Defines the Render Pipeline scene component responsible to rendering pipelines
  124443. */
  124444. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  124445. /**
  124446. * The component name helpfull to identify the component in the list of scene components.
  124447. */
  124448. readonly name: string;
  124449. /**
  124450. * The scene the component belongs to.
  124451. */
  124452. scene: Scene;
  124453. /**
  124454. * Creates a new instance of the component for the given scene
  124455. * @param scene Defines the scene to register the component in
  124456. */
  124457. constructor(scene: Scene);
  124458. /**
  124459. * Registers the component in a given scene
  124460. */
  124461. register(): void;
  124462. /**
  124463. * Rebuilds the elements related to this component in case of
  124464. * context lost for instance.
  124465. */
  124466. rebuild(): void;
  124467. /**
  124468. * Disposes the component and the associated ressources
  124469. */
  124470. dispose(): void;
  124471. private _gatherRenderTargets;
  124472. }
  124473. }
  124474. declare module BABYLON {
  124475. /**
  124476. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  124477. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  124478. */
  124479. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  124480. private _scene;
  124481. private _camerasToBeAttached;
  124482. /**
  124483. * ID of the sharpen post process,
  124484. */
  124485. private readonly SharpenPostProcessId;
  124486. /**
  124487. * @ignore
  124488. * ID of the image processing post process;
  124489. */
  124490. readonly ImageProcessingPostProcessId: string;
  124491. /**
  124492. * @ignore
  124493. * ID of the Fast Approximate Anti-Aliasing post process;
  124494. */
  124495. readonly FxaaPostProcessId: string;
  124496. /**
  124497. * ID of the chromatic aberration post process,
  124498. */
  124499. private readonly ChromaticAberrationPostProcessId;
  124500. /**
  124501. * ID of the grain post process
  124502. */
  124503. private readonly GrainPostProcessId;
  124504. /**
  124505. * Sharpen post process which will apply a sharpen convolution to enhance edges
  124506. */
  124507. sharpen: SharpenPostProcess;
  124508. private _sharpenEffect;
  124509. private bloom;
  124510. /**
  124511. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  124512. */
  124513. depthOfField: DepthOfFieldEffect;
  124514. /**
  124515. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  124516. */
  124517. fxaa: FxaaPostProcess;
  124518. /**
  124519. * Image post processing pass used to perform operations such as tone mapping or color grading.
  124520. */
  124521. imageProcessing: ImageProcessingPostProcess;
  124522. /**
  124523. * Chromatic aberration post process which will shift rgb colors in the image
  124524. */
  124525. chromaticAberration: ChromaticAberrationPostProcess;
  124526. private _chromaticAberrationEffect;
  124527. /**
  124528. * Grain post process which add noise to the image
  124529. */
  124530. grain: GrainPostProcess;
  124531. private _grainEffect;
  124532. /**
  124533. * Glow post process which adds a glow to emissive areas of the image
  124534. */
  124535. private _glowLayer;
  124536. /**
  124537. * Animations which can be used to tweak settings over a period of time
  124538. */
  124539. animations: Animation[];
  124540. private _imageProcessingConfigurationObserver;
  124541. private _sharpenEnabled;
  124542. private _bloomEnabled;
  124543. private _depthOfFieldEnabled;
  124544. private _depthOfFieldBlurLevel;
  124545. private _fxaaEnabled;
  124546. private _imageProcessingEnabled;
  124547. private _defaultPipelineTextureType;
  124548. private _bloomScale;
  124549. private _chromaticAberrationEnabled;
  124550. private _grainEnabled;
  124551. private _buildAllowed;
  124552. /**
  124553. * Gets active scene
  124554. */
  124555. readonly scene: Scene;
  124556. /**
  124557. * Enable or disable the sharpen process from the pipeline
  124558. */
  124559. sharpenEnabled: boolean;
  124560. private _resizeObserver;
  124561. private _hardwareScaleLevel;
  124562. private _bloomKernel;
  124563. /**
  124564. * Specifies the size of the bloom blur kernel, relative to the final output size
  124565. */
  124566. bloomKernel: number;
  124567. /**
  124568. * Specifies the weight of the bloom in the final rendering
  124569. */
  124570. private _bloomWeight;
  124571. /**
  124572. * Specifies the luma threshold for the area that will be blurred by the bloom
  124573. */
  124574. private _bloomThreshold;
  124575. private _hdr;
  124576. /**
  124577. * The strength of the bloom.
  124578. */
  124579. bloomWeight: number;
  124580. /**
  124581. * The strength of the bloom.
  124582. */
  124583. bloomThreshold: number;
  124584. /**
  124585. * The scale of the bloom, lower value will provide better performance.
  124586. */
  124587. bloomScale: number;
  124588. /**
  124589. * Enable or disable the bloom from the pipeline
  124590. */
  124591. bloomEnabled: boolean;
  124592. private _rebuildBloom;
  124593. /**
  124594. * If the depth of field is enabled.
  124595. */
  124596. depthOfFieldEnabled: boolean;
  124597. /**
  124598. * Blur level of the depth of field effect. (Higher blur will effect performance)
  124599. */
  124600. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  124601. /**
  124602. * If the anti aliasing is enabled.
  124603. */
  124604. fxaaEnabled: boolean;
  124605. private _samples;
  124606. /**
  124607. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  124608. */
  124609. samples: number;
  124610. /**
  124611. * If image processing is enabled.
  124612. */
  124613. imageProcessingEnabled: boolean;
  124614. /**
  124615. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  124616. */
  124617. glowLayerEnabled: boolean;
  124618. /**
  124619. * Gets the glow layer (or null if not defined)
  124620. */
  124621. readonly glowLayer: Nullable<GlowLayer>;
  124622. /**
  124623. * Enable or disable the chromaticAberration process from the pipeline
  124624. */
  124625. chromaticAberrationEnabled: boolean;
  124626. /**
  124627. * Enable or disable the grain process from the pipeline
  124628. */
  124629. grainEnabled: boolean;
  124630. /**
  124631. * @constructor
  124632. * @param name - The rendering pipeline name (default: "")
  124633. * @param hdr - If high dynamic range textures should be used (default: true)
  124634. * @param scene - The scene linked to this pipeline (default: the last created scene)
  124635. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  124636. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  124637. */
  124638. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  124639. /**
  124640. * Get the class name
  124641. * @returns "DefaultRenderingPipeline"
  124642. */
  124643. getClassName(): string;
  124644. /**
  124645. * Force the compilation of the entire pipeline.
  124646. */
  124647. prepare(): void;
  124648. private _hasCleared;
  124649. private _prevPostProcess;
  124650. private _prevPrevPostProcess;
  124651. private _setAutoClearAndTextureSharing;
  124652. private _depthOfFieldSceneObserver;
  124653. private _buildPipeline;
  124654. private _disposePostProcesses;
  124655. /**
  124656. * Adds a camera to the pipeline
  124657. * @param camera the camera to be added
  124658. */
  124659. addCamera(camera: Camera): void;
  124660. /**
  124661. * Removes a camera from the pipeline
  124662. * @param camera the camera to remove
  124663. */
  124664. removeCamera(camera: Camera): void;
  124665. /**
  124666. * Dispose of the pipeline and stop all post processes
  124667. */
  124668. dispose(): void;
  124669. /**
  124670. * Serialize the rendering pipeline (Used when exporting)
  124671. * @returns the serialized object
  124672. */
  124673. serialize(): any;
  124674. /**
  124675. * Parse the serialized pipeline
  124676. * @param source Source pipeline.
  124677. * @param scene The scene to load the pipeline to.
  124678. * @param rootUrl The URL of the serialized pipeline.
  124679. * @returns An instantiated pipeline from the serialized object.
  124680. */
  124681. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  124682. }
  124683. }
  124684. declare module BABYLON {
  124685. /** @hidden */
  124686. export var lensHighlightsPixelShader: {
  124687. name: string;
  124688. shader: string;
  124689. };
  124690. }
  124691. declare module BABYLON {
  124692. /** @hidden */
  124693. export var depthOfFieldPixelShader: {
  124694. name: string;
  124695. shader: string;
  124696. };
  124697. }
  124698. declare module BABYLON {
  124699. /**
  124700. * BABYLON.JS Chromatic Aberration GLSL Shader
  124701. * Author: Olivier Guyot
  124702. * Separates very slightly R, G and B colors on the edges of the screen
  124703. * Inspired by Francois Tarlier & Martins Upitis
  124704. */
  124705. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  124706. /**
  124707. * @ignore
  124708. * The chromatic aberration PostProcess id in the pipeline
  124709. */
  124710. LensChromaticAberrationEffect: string;
  124711. /**
  124712. * @ignore
  124713. * The highlights enhancing PostProcess id in the pipeline
  124714. */
  124715. HighlightsEnhancingEffect: string;
  124716. /**
  124717. * @ignore
  124718. * The depth-of-field PostProcess id in the pipeline
  124719. */
  124720. LensDepthOfFieldEffect: string;
  124721. private _scene;
  124722. private _depthTexture;
  124723. private _grainTexture;
  124724. private _chromaticAberrationPostProcess;
  124725. private _highlightsPostProcess;
  124726. private _depthOfFieldPostProcess;
  124727. private _edgeBlur;
  124728. private _grainAmount;
  124729. private _chromaticAberration;
  124730. private _distortion;
  124731. private _highlightsGain;
  124732. private _highlightsThreshold;
  124733. private _dofDistance;
  124734. private _dofAperture;
  124735. private _dofDarken;
  124736. private _dofPentagon;
  124737. private _blurNoise;
  124738. /**
  124739. * @constructor
  124740. *
  124741. * Effect parameters are as follow:
  124742. * {
  124743. * chromatic_aberration: number; // from 0 to x (1 for realism)
  124744. * edge_blur: number; // from 0 to x (1 for realism)
  124745. * distortion: number; // from 0 to x (1 for realism)
  124746. * grain_amount: number; // from 0 to 1
  124747. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  124748. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  124749. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  124750. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  124751. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  124752. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  124753. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  124754. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  124755. * }
  124756. * Note: if an effect parameter is unset, effect is disabled
  124757. *
  124758. * @param name The rendering pipeline name
  124759. * @param parameters - An object containing all parameters (see above)
  124760. * @param scene The scene linked to this pipeline
  124761. * @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)
  124762. * @param cameras The array of cameras that the rendering pipeline will be attached to
  124763. */
  124764. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  124765. /**
  124766. * Get the class name
  124767. * @returns "LensRenderingPipeline"
  124768. */
  124769. getClassName(): string;
  124770. /**
  124771. * Gets associated scene
  124772. */
  124773. readonly scene: Scene;
  124774. /**
  124775. * Gets or sets the edge blur
  124776. */
  124777. edgeBlur: number;
  124778. /**
  124779. * Gets or sets the grain amount
  124780. */
  124781. grainAmount: number;
  124782. /**
  124783. * Gets or sets the chromatic aberration amount
  124784. */
  124785. chromaticAberration: number;
  124786. /**
  124787. * Gets or sets the depth of field aperture
  124788. */
  124789. dofAperture: number;
  124790. /**
  124791. * Gets or sets the edge distortion
  124792. */
  124793. edgeDistortion: number;
  124794. /**
  124795. * Gets or sets the depth of field distortion
  124796. */
  124797. dofDistortion: number;
  124798. /**
  124799. * Gets or sets the darken out of focus amount
  124800. */
  124801. darkenOutOfFocus: number;
  124802. /**
  124803. * Gets or sets a boolean indicating if blur noise is enabled
  124804. */
  124805. blurNoise: boolean;
  124806. /**
  124807. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  124808. */
  124809. pentagonBokeh: boolean;
  124810. /**
  124811. * Gets or sets the highlight grain amount
  124812. */
  124813. highlightsGain: number;
  124814. /**
  124815. * Gets or sets the highlight threshold
  124816. */
  124817. highlightsThreshold: number;
  124818. /**
  124819. * Sets the amount of blur at the edges
  124820. * @param amount blur amount
  124821. */
  124822. setEdgeBlur(amount: number): void;
  124823. /**
  124824. * Sets edge blur to 0
  124825. */
  124826. disableEdgeBlur(): void;
  124827. /**
  124828. * Sets the amout of grain
  124829. * @param amount Amount of grain
  124830. */
  124831. setGrainAmount(amount: number): void;
  124832. /**
  124833. * Set grain amount to 0
  124834. */
  124835. disableGrain(): void;
  124836. /**
  124837. * Sets the chromatic aberration amount
  124838. * @param amount amount of chromatic aberration
  124839. */
  124840. setChromaticAberration(amount: number): void;
  124841. /**
  124842. * Sets chromatic aberration amount to 0
  124843. */
  124844. disableChromaticAberration(): void;
  124845. /**
  124846. * Sets the EdgeDistortion amount
  124847. * @param amount amount of EdgeDistortion
  124848. */
  124849. setEdgeDistortion(amount: number): void;
  124850. /**
  124851. * Sets edge distortion to 0
  124852. */
  124853. disableEdgeDistortion(): void;
  124854. /**
  124855. * Sets the FocusDistance amount
  124856. * @param amount amount of FocusDistance
  124857. */
  124858. setFocusDistance(amount: number): void;
  124859. /**
  124860. * Disables depth of field
  124861. */
  124862. disableDepthOfField(): void;
  124863. /**
  124864. * Sets the Aperture amount
  124865. * @param amount amount of Aperture
  124866. */
  124867. setAperture(amount: number): void;
  124868. /**
  124869. * Sets the DarkenOutOfFocus amount
  124870. * @param amount amount of DarkenOutOfFocus
  124871. */
  124872. setDarkenOutOfFocus(amount: number): void;
  124873. private _pentagonBokehIsEnabled;
  124874. /**
  124875. * Creates a pentagon bokeh effect
  124876. */
  124877. enablePentagonBokeh(): void;
  124878. /**
  124879. * Disables the pentagon bokeh effect
  124880. */
  124881. disablePentagonBokeh(): void;
  124882. /**
  124883. * Enables noise blur
  124884. */
  124885. enableNoiseBlur(): void;
  124886. /**
  124887. * Disables noise blur
  124888. */
  124889. disableNoiseBlur(): void;
  124890. /**
  124891. * Sets the HighlightsGain amount
  124892. * @param amount amount of HighlightsGain
  124893. */
  124894. setHighlightsGain(amount: number): void;
  124895. /**
  124896. * Sets the HighlightsThreshold amount
  124897. * @param amount amount of HighlightsThreshold
  124898. */
  124899. setHighlightsThreshold(amount: number): void;
  124900. /**
  124901. * Disables highlights
  124902. */
  124903. disableHighlights(): void;
  124904. /**
  124905. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  124906. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  124907. */
  124908. dispose(disableDepthRender?: boolean): void;
  124909. private _createChromaticAberrationPostProcess;
  124910. private _createHighlightsPostProcess;
  124911. private _createDepthOfFieldPostProcess;
  124912. private _createGrainTexture;
  124913. }
  124914. }
  124915. declare module BABYLON {
  124916. /** @hidden */
  124917. export var ssao2PixelShader: {
  124918. name: string;
  124919. shader: string;
  124920. };
  124921. }
  124922. declare module BABYLON {
  124923. /** @hidden */
  124924. export var ssaoCombinePixelShader: {
  124925. name: string;
  124926. shader: string;
  124927. };
  124928. }
  124929. declare module BABYLON {
  124930. /**
  124931. * Render pipeline to produce ssao effect
  124932. */
  124933. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  124934. /**
  124935. * @ignore
  124936. * The PassPostProcess id in the pipeline that contains the original scene color
  124937. */
  124938. SSAOOriginalSceneColorEffect: string;
  124939. /**
  124940. * @ignore
  124941. * The SSAO PostProcess id in the pipeline
  124942. */
  124943. SSAORenderEffect: string;
  124944. /**
  124945. * @ignore
  124946. * The horizontal blur PostProcess id in the pipeline
  124947. */
  124948. SSAOBlurHRenderEffect: string;
  124949. /**
  124950. * @ignore
  124951. * The vertical blur PostProcess id in the pipeline
  124952. */
  124953. SSAOBlurVRenderEffect: string;
  124954. /**
  124955. * @ignore
  124956. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  124957. */
  124958. SSAOCombineRenderEffect: string;
  124959. /**
  124960. * The output strength of the SSAO post-process. Default value is 1.0.
  124961. */
  124962. totalStrength: number;
  124963. /**
  124964. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  124965. */
  124966. maxZ: number;
  124967. /**
  124968. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  124969. */
  124970. minZAspect: number;
  124971. private _samples;
  124972. /**
  124973. * Number of samples used for the SSAO calculations. Default value is 8
  124974. */
  124975. samples: number;
  124976. private _textureSamples;
  124977. /**
  124978. * Number of samples to use for antialiasing
  124979. */
  124980. textureSamples: number;
  124981. /**
  124982. * Ratio object used for SSAO ratio and blur ratio
  124983. */
  124984. private _ratio;
  124985. /**
  124986. * Dynamically generated sphere sampler.
  124987. */
  124988. private _sampleSphere;
  124989. /**
  124990. * Blur filter offsets
  124991. */
  124992. private _samplerOffsets;
  124993. private _expensiveBlur;
  124994. /**
  124995. * If bilateral blur should be used
  124996. */
  124997. expensiveBlur: boolean;
  124998. /**
  124999. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  125000. */
  125001. radius: number;
  125002. /**
  125003. * The base color of the SSAO post-process
  125004. * The final result is "base + ssao" between [0, 1]
  125005. */
  125006. base: number;
  125007. /**
  125008. * Support test.
  125009. */
  125010. static readonly IsSupported: boolean;
  125011. private _scene;
  125012. private _depthTexture;
  125013. private _normalTexture;
  125014. private _randomTexture;
  125015. private _originalColorPostProcess;
  125016. private _ssaoPostProcess;
  125017. private _blurHPostProcess;
  125018. private _blurVPostProcess;
  125019. private _ssaoCombinePostProcess;
  125020. private _firstUpdate;
  125021. /**
  125022. * Gets active scene
  125023. */
  125024. readonly scene: Scene;
  125025. /**
  125026. * @constructor
  125027. * @param name The rendering pipeline name
  125028. * @param scene The scene linked to this pipeline
  125029. * @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 }
  125030. * @param cameras The array of cameras that the rendering pipeline will be attached to
  125031. */
  125032. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  125033. /**
  125034. * Get the class name
  125035. * @returns "SSAO2RenderingPipeline"
  125036. */
  125037. getClassName(): string;
  125038. /**
  125039. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  125040. */
  125041. dispose(disableGeometryBufferRenderer?: boolean): void;
  125042. private _createBlurPostProcess;
  125043. /** @hidden */
  125044. _rebuild(): void;
  125045. private _bits;
  125046. private _radicalInverse_VdC;
  125047. private _hammersley;
  125048. private _hemisphereSample_uniform;
  125049. private _generateHemisphere;
  125050. private _createSSAOPostProcess;
  125051. private _createSSAOCombinePostProcess;
  125052. private _createRandomTexture;
  125053. /**
  125054. * Serialize the rendering pipeline (Used when exporting)
  125055. * @returns the serialized object
  125056. */
  125057. serialize(): any;
  125058. /**
  125059. * Parse the serialized pipeline
  125060. * @param source Source pipeline.
  125061. * @param scene The scene to load the pipeline to.
  125062. * @param rootUrl The URL of the serialized pipeline.
  125063. * @returns An instantiated pipeline from the serialized object.
  125064. */
  125065. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  125066. }
  125067. }
  125068. declare module BABYLON {
  125069. /** @hidden */
  125070. export var ssaoPixelShader: {
  125071. name: string;
  125072. shader: string;
  125073. };
  125074. }
  125075. declare module BABYLON {
  125076. /**
  125077. * Render pipeline to produce ssao effect
  125078. */
  125079. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  125080. /**
  125081. * @ignore
  125082. * The PassPostProcess id in the pipeline that contains the original scene color
  125083. */
  125084. SSAOOriginalSceneColorEffect: string;
  125085. /**
  125086. * @ignore
  125087. * The SSAO PostProcess id in the pipeline
  125088. */
  125089. SSAORenderEffect: string;
  125090. /**
  125091. * @ignore
  125092. * The horizontal blur PostProcess id in the pipeline
  125093. */
  125094. SSAOBlurHRenderEffect: string;
  125095. /**
  125096. * @ignore
  125097. * The vertical blur PostProcess id in the pipeline
  125098. */
  125099. SSAOBlurVRenderEffect: string;
  125100. /**
  125101. * @ignore
  125102. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  125103. */
  125104. SSAOCombineRenderEffect: string;
  125105. /**
  125106. * The output strength of the SSAO post-process. Default value is 1.0.
  125107. */
  125108. totalStrength: number;
  125109. /**
  125110. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  125111. */
  125112. radius: number;
  125113. /**
  125114. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  125115. * Must not be equal to fallOff and superior to fallOff.
  125116. * Default value is 0.0075
  125117. */
  125118. area: number;
  125119. /**
  125120. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  125121. * Must not be equal to area and inferior to area.
  125122. * Default value is 0.000001
  125123. */
  125124. fallOff: number;
  125125. /**
  125126. * The base color of the SSAO post-process
  125127. * The final result is "base + ssao" between [0, 1]
  125128. */
  125129. base: number;
  125130. private _scene;
  125131. private _depthTexture;
  125132. private _randomTexture;
  125133. private _originalColorPostProcess;
  125134. private _ssaoPostProcess;
  125135. private _blurHPostProcess;
  125136. private _blurVPostProcess;
  125137. private _ssaoCombinePostProcess;
  125138. private _firstUpdate;
  125139. /**
  125140. * Gets active scene
  125141. */
  125142. readonly scene: Scene;
  125143. /**
  125144. * @constructor
  125145. * @param name - The rendering pipeline name
  125146. * @param scene - The scene linked to this pipeline
  125147. * @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 }
  125148. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  125149. */
  125150. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  125151. /**
  125152. * Get the class name
  125153. * @returns "SSAORenderingPipeline"
  125154. */
  125155. getClassName(): string;
  125156. /**
  125157. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  125158. */
  125159. dispose(disableDepthRender?: boolean): void;
  125160. private _createBlurPostProcess;
  125161. /** @hidden */
  125162. _rebuild(): void;
  125163. private _createSSAOPostProcess;
  125164. private _createSSAOCombinePostProcess;
  125165. private _createRandomTexture;
  125166. }
  125167. }
  125168. declare module BABYLON {
  125169. /** @hidden */
  125170. export var standardPixelShader: {
  125171. name: string;
  125172. shader: string;
  125173. };
  125174. }
  125175. declare module BABYLON {
  125176. /**
  125177. * Standard rendering pipeline
  125178. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  125179. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  125180. */
  125181. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  125182. /**
  125183. * Public members
  125184. */
  125185. /**
  125186. * Post-process which contains the original scene color before the pipeline applies all the effects
  125187. */
  125188. originalPostProcess: Nullable<PostProcess>;
  125189. /**
  125190. * Post-process used to down scale an image x4
  125191. */
  125192. downSampleX4PostProcess: Nullable<PostProcess>;
  125193. /**
  125194. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  125195. */
  125196. brightPassPostProcess: Nullable<PostProcess>;
  125197. /**
  125198. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  125199. */
  125200. blurHPostProcesses: PostProcess[];
  125201. /**
  125202. * Post-process array storing all the vertical blur post-processes used by the pipeline
  125203. */
  125204. blurVPostProcesses: PostProcess[];
  125205. /**
  125206. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  125207. */
  125208. textureAdderPostProcess: Nullable<PostProcess>;
  125209. /**
  125210. * Post-process used to create volumetric lighting effect
  125211. */
  125212. volumetricLightPostProcess: Nullable<PostProcess>;
  125213. /**
  125214. * Post-process used to smooth the previous volumetric light post-process on the X axis
  125215. */
  125216. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  125217. /**
  125218. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  125219. */
  125220. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  125221. /**
  125222. * Post-process used to merge the volumetric light effect and the real scene color
  125223. */
  125224. volumetricLightMergePostProces: Nullable<PostProcess>;
  125225. /**
  125226. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  125227. */
  125228. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  125229. /**
  125230. * Base post-process used to calculate the average luminance of the final image for HDR
  125231. */
  125232. luminancePostProcess: Nullable<PostProcess>;
  125233. /**
  125234. * Post-processes used to create down sample post-processes in order to get
  125235. * the average luminance of the final image for HDR
  125236. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  125237. */
  125238. luminanceDownSamplePostProcesses: PostProcess[];
  125239. /**
  125240. * Post-process used to create a HDR effect (light adaptation)
  125241. */
  125242. hdrPostProcess: Nullable<PostProcess>;
  125243. /**
  125244. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  125245. */
  125246. textureAdderFinalPostProcess: Nullable<PostProcess>;
  125247. /**
  125248. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  125249. */
  125250. lensFlareFinalPostProcess: Nullable<PostProcess>;
  125251. /**
  125252. * Post-process used to merge the final HDR post-process and the real scene color
  125253. */
  125254. hdrFinalPostProcess: Nullable<PostProcess>;
  125255. /**
  125256. * Post-process used to create a lens flare effect
  125257. */
  125258. lensFlarePostProcess: Nullable<PostProcess>;
  125259. /**
  125260. * Post-process that merges the result of the lens flare post-process and the real scene color
  125261. */
  125262. lensFlareComposePostProcess: Nullable<PostProcess>;
  125263. /**
  125264. * Post-process used to create a motion blur effect
  125265. */
  125266. motionBlurPostProcess: Nullable<PostProcess>;
  125267. /**
  125268. * Post-process used to create a depth of field effect
  125269. */
  125270. depthOfFieldPostProcess: Nullable<PostProcess>;
  125271. /**
  125272. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  125273. */
  125274. fxaaPostProcess: Nullable<FxaaPostProcess>;
  125275. /**
  125276. * Represents the brightness threshold in order to configure the illuminated surfaces
  125277. */
  125278. brightThreshold: number;
  125279. /**
  125280. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  125281. */
  125282. blurWidth: number;
  125283. /**
  125284. * Sets if the blur for highlighted surfaces must be only horizontal
  125285. */
  125286. horizontalBlur: boolean;
  125287. /**
  125288. * Gets the overall exposure used by the pipeline
  125289. */
  125290. /**
  125291. * Sets the overall exposure used by the pipeline
  125292. */
  125293. exposure: number;
  125294. /**
  125295. * Texture used typically to simulate "dirty" on camera lens
  125296. */
  125297. lensTexture: Nullable<Texture>;
  125298. /**
  125299. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  125300. */
  125301. volumetricLightCoefficient: number;
  125302. /**
  125303. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  125304. */
  125305. volumetricLightPower: number;
  125306. /**
  125307. * Used the set the blur intensity to smooth the volumetric lights
  125308. */
  125309. volumetricLightBlurScale: number;
  125310. /**
  125311. * Light (spot or directional) used to generate the volumetric lights rays
  125312. * The source light must have a shadow generate so the pipeline can get its
  125313. * depth map
  125314. */
  125315. sourceLight: Nullable<SpotLight | DirectionalLight>;
  125316. /**
  125317. * For eye adaptation, represents the minimum luminance the eye can see
  125318. */
  125319. hdrMinimumLuminance: number;
  125320. /**
  125321. * For eye adaptation, represents the decrease luminance speed
  125322. */
  125323. hdrDecreaseRate: number;
  125324. /**
  125325. * For eye adaptation, represents the increase luminance speed
  125326. */
  125327. hdrIncreaseRate: number;
  125328. /**
  125329. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  125330. */
  125331. /**
  125332. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  125333. */
  125334. hdrAutoExposure: boolean;
  125335. /**
  125336. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  125337. */
  125338. lensColorTexture: Nullable<Texture>;
  125339. /**
  125340. * The overall strengh for the lens flare effect
  125341. */
  125342. lensFlareStrength: number;
  125343. /**
  125344. * Dispersion coefficient for lens flare ghosts
  125345. */
  125346. lensFlareGhostDispersal: number;
  125347. /**
  125348. * Main lens flare halo width
  125349. */
  125350. lensFlareHaloWidth: number;
  125351. /**
  125352. * Based on the lens distortion effect, defines how much the lens flare result
  125353. * is distorted
  125354. */
  125355. lensFlareDistortionStrength: number;
  125356. /**
  125357. * Configures the blur intensity used for for lens flare (halo)
  125358. */
  125359. lensFlareBlurWidth: number;
  125360. /**
  125361. * Lens star texture must be used to simulate rays on the flares and is available
  125362. * in the documentation
  125363. */
  125364. lensStarTexture: Nullable<Texture>;
  125365. /**
  125366. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  125367. * flare effect by taking account of the dirt texture
  125368. */
  125369. lensFlareDirtTexture: Nullable<Texture>;
  125370. /**
  125371. * Represents the focal length for the depth of field effect
  125372. */
  125373. depthOfFieldDistance: number;
  125374. /**
  125375. * Represents the blur intensity for the blurred part of the depth of field effect
  125376. */
  125377. depthOfFieldBlurWidth: number;
  125378. /**
  125379. * Gets how much the image is blurred by the movement while using the motion blur post-process
  125380. */
  125381. /**
  125382. * Sets how much the image is blurred by the movement while using the motion blur post-process
  125383. */
  125384. motionStrength: number;
  125385. /**
  125386. * Gets wether or not the motion blur post-process is object based or screen based.
  125387. */
  125388. /**
  125389. * Sets wether or not the motion blur post-process should be object based or screen based
  125390. */
  125391. objectBasedMotionBlur: boolean;
  125392. /**
  125393. * List of animations for the pipeline (IAnimatable implementation)
  125394. */
  125395. animations: Animation[];
  125396. /**
  125397. * Private members
  125398. */
  125399. private _scene;
  125400. private _currentDepthOfFieldSource;
  125401. private _basePostProcess;
  125402. private _fixedExposure;
  125403. private _currentExposure;
  125404. private _hdrAutoExposure;
  125405. private _hdrCurrentLuminance;
  125406. private _motionStrength;
  125407. private _isObjectBasedMotionBlur;
  125408. private _floatTextureType;
  125409. private _camerasToBeAttached;
  125410. private _ratio;
  125411. private _bloomEnabled;
  125412. private _depthOfFieldEnabled;
  125413. private _vlsEnabled;
  125414. private _lensFlareEnabled;
  125415. private _hdrEnabled;
  125416. private _motionBlurEnabled;
  125417. private _fxaaEnabled;
  125418. private _motionBlurSamples;
  125419. private _volumetricLightStepsCount;
  125420. private _samples;
  125421. /**
  125422. * @ignore
  125423. * Specifies if the bloom pipeline is enabled
  125424. */
  125425. BloomEnabled: boolean;
  125426. /**
  125427. * @ignore
  125428. * Specifies if the depth of field pipeline is enabed
  125429. */
  125430. DepthOfFieldEnabled: boolean;
  125431. /**
  125432. * @ignore
  125433. * Specifies if the lens flare pipeline is enabed
  125434. */
  125435. LensFlareEnabled: boolean;
  125436. /**
  125437. * @ignore
  125438. * Specifies if the HDR pipeline is enabled
  125439. */
  125440. HDREnabled: boolean;
  125441. /**
  125442. * @ignore
  125443. * Specifies if the volumetric lights scattering effect is enabled
  125444. */
  125445. VLSEnabled: boolean;
  125446. /**
  125447. * @ignore
  125448. * Specifies if the motion blur effect is enabled
  125449. */
  125450. MotionBlurEnabled: boolean;
  125451. /**
  125452. * Specifies if anti-aliasing is enabled
  125453. */
  125454. fxaaEnabled: boolean;
  125455. /**
  125456. * Specifies the number of steps used to calculate the volumetric lights
  125457. * Typically in interval [50, 200]
  125458. */
  125459. volumetricLightStepsCount: number;
  125460. /**
  125461. * Specifies the number of samples used for the motion blur effect
  125462. * Typically in interval [16, 64]
  125463. */
  125464. motionBlurSamples: number;
  125465. /**
  125466. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  125467. */
  125468. samples: number;
  125469. /**
  125470. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  125471. * @constructor
  125472. * @param name The rendering pipeline name
  125473. * @param scene The scene linked to this pipeline
  125474. * @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)
  125475. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  125476. * @param cameras The array of cameras that the rendering pipeline will be attached to
  125477. */
  125478. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  125479. private _buildPipeline;
  125480. private _createDownSampleX4PostProcess;
  125481. private _createBrightPassPostProcess;
  125482. private _createBlurPostProcesses;
  125483. private _createTextureAdderPostProcess;
  125484. private _createVolumetricLightPostProcess;
  125485. private _createLuminancePostProcesses;
  125486. private _createHdrPostProcess;
  125487. private _createLensFlarePostProcess;
  125488. private _createDepthOfFieldPostProcess;
  125489. private _createMotionBlurPostProcess;
  125490. private _getDepthTexture;
  125491. private _disposePostProcesses;
  125492. /**
  125493. * Dispose of the pipeline and stop all post processes
  125494. */
  125495. dispose(): void;
  125496. /**
  125497. * Serialize the rendering pipeline (Used when exporting)
  125498. * @returns the serialized object
  125499. */
  125500. serialize(): any;
  125501. /**
  125502. * Parse the serialized pipeline
  125503. * @param source Source pipeline.
  125504. * @param scene The scene to load the pipeline to.
  125505. * @param rootUrl The URL of the serialized pipeline.
  125506. * @returns An instantiated pipeline from the serialized object.
  125507. */
  125508. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  125509. /**
  125510. * Luminance steps
  125511. */
  125512. static LuminanceSteps: number;
  125513. }
  125514. }
  125515. declare module BABYLON {
  125516. /** @hidden */
  125517. export var tonemapPixelShader: {
  125518. name: string;
  125519. shader: string;
  125520. };
  125521. }
  125522. declare module BABYLON {
  125523. /** Defines operator used for tonemapping */
  125524. export enum TonemappingOperator {
  125525. /** Hable */
  125526. Hable = 0,
  125527. /** Reinhard */
  125528. Reinhard = 1,
  125529. /** HejiDawson */
  125530. HejiDawson = 2,
  125531. /** Photographic */
  125532. Photographic = 3
  125533. }
  125534. /**
  125535. * Defines a post process to apply tone mapping
  125536. */
  125537. export class TonemapPostProcess extends PostProcess {
  125538. private _operator;
  125539. /** Defines the required exposure adjustement */
  125540. exposureAdjustment: number;
  125541. /**
  125542. * Creates a new TonemapPostProcess
  125543. * @param name defines the name of the postprocess
  125544. * @param _operator defines the operator to use
  125545. * @param exposureAdjustment defines the required exposure adjustement
  125546. * @param camera defines the camera to use (can be null)
  125547. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  125548. * @param engine defines the hosting engine (can be ignore if camera is set)
  125549. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  125550. */
  125551. constructor(name: string, _operator: TonemappingOperator,
  125552. /** Defines the required exposure adjustement */
  125553. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  125554. }
  125555. }
  125556. declare module BABYLON {
  125557. /** @hidden */
  125558. export var depthVertexShader: {
  125559. name: string;
  125560. shader: string;
  125561. };
  125562. }
  125563. declare module BABYLON {
  125564. /** @hidden */
  125565. export var volumetricLightScatteringPixelShader: {
  125566. name: string;
  125567. shader: string;
  125568. };
  125569. }
  125570. declare module BABYLON {
  125571. /** @hidden */
  125572. export var volumetricLightScatteringPassVertexShader: {
  125573. name: string;
  125574. shader: string;
  125575. };
  125576. }
  125577. declare module BABYLON {
  125578. /** @hidden */
  125579. export var volumetricLightScatteringPassPixelShader: {
  125580. name: string;
  125581. shader: string;
  125582. };
  125583. }
  125584. declare module BABYLON {
  125585. /**
  125586. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  125587. */
  125588. export class VolumetricLightScatteringPostProcess extends PostProcess {
  125589. private _volumetricLightScatteringPass;
  125590. private _volumetricLightScatteringRTT;
  125591. private _viewPort;
  125592. private _screenCoordinates;
  125593. private _cachedDefines;
  125594. /**
  125595. * If not undefined, the mesh position is computed from the attached node position
  125596. */
  125597. attachedNode: {
  125598. position: Vector3;
  125599. };
  125600. /**
  125601. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  125602. */
  125603. customMeshPosition: Vector3;
  125604. /**
  125605. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  125606. */
  125607. useCustomMeshPosition: boolean;
  125608. /**
  125609. * If the post-process should inverse the light scattering direction
  125610. */
  125611. invert: boolean;
  125612. /**
  125613. * The internal mesh used by the post-process
  125614. */
  125615. mesh: Mesh;
  125616. /**
  125617. * @hidden
  125618. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  125619. */
  125620. useDiffuseColor: boolean;
  125621. /**
  125622. * Array containing the excluded meshes not rendered in the internal pass
  125623. */
  125624. excludedMeshes: AbstractMesh[];
  125625. /**
  125626. * Controls the overall intensity of the post-process
  125627. */
  125628. exposure: number;
  125629. /**
  125630. * Dissipates each sample's contribution in range [0, 1]
  125631. */
  125632. decay: number;
  125633. /**
  125634. * Controls the overall intensity of each sample
  125635. */
  125636. weight: number;
  125637. /**
  125638. * Controls the density of each sample
  125639. */
  125640. density: number;
  125641. /**
  125642. * @constructor
  125643. * @param name The post-process name
  125644. * @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)
  125645. * @param camera The camera that the post-process will be attached to
  125646. * @param mesh The mesh used to create the light scattering
  125647. * @param samples The post-process quality, default 100
  125648. * @param samplingModeThe post-process filtering mode
  125649. * @param engine The babylon engine
  125650. * @param reusable If the post-process is reusable
  125651. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  125652. */
  125653. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  125654. /**
  125655. * Returns the string "VolumetricLightScatteringPostProcess"
  125656. * @returns "VolumetricLightScatteringPostProcess"
  125657. */
  125658. getClassName(): string;
  125659. private _isReady;
  125660. /**
  125661. * Sets the new light position for light scattering effect
  125662. * @param position The new custom light position
  125663. */
  125664. setCustomMeshPosition(position: Vector3): void;
  125665. /**
  125666. * Returns the light position for light scattering effect
  125667. * @return Vector3 The custom light position
  125668. */
  125669. getCustomMeshPosition(): Vector3;
  125670. /**
  125671. * Disposes the internal assets and detaches the post-process from the camera
  125672. */
  125673. dispose(camera: Camera): void;
  125674. /**
  125675. * Returns the render target texture used by the post-process
  125676. * @return the render target texture used by the post-process
  125677. */
  125678. getPass(): RenderTargetTexture;
  125679. private _meshExcluded;
  125680. private _createPass;
  125681. private _updateMeshScreenCoordinates;
  125682. /**
  125683. * Creates a default mesh for the Volumeric Light Scattering post-process
  125684. * @param name The mesh name
  125685. * @param scene The scene where to create the mesh
  125686. * @return the default mesh
  125687. */
  125688. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  125689. }
  125690. }
  125691. declare module BABYLON {
  125692. interface Scene {
  125693. /** @hidden (Backing field) */
  125694. _boundingBoxRenderer: BoundingBoxRenderer;
  125695. /** @hidden (Backing field) */
  125696. _forceShowBoundingBoxes: boolean;
  125697. /**
  125698. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  125699. */
  125700. forceShowBoundingBoxes: boolean;
  125701. /**
  125702. * Gets the bounding box renderer associated with the scene
  125703. * @returns a BoundingBoxRenderer
  125704. */
  125705. getBoundingBoxRenderer(): BoundingBoxRenderer;
  125706. }
  125707. interface AbstractMesh {
  125708. /** @hidden (Backing field) */
  125709. _showBoundingBox: boolean;
  125710. /**
  125711. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  125712. */
  125713. showBoundingBox: boolean;
  125714. }
  125715. /**
  125716. * Component responsible of rendering the bounding box of the meshes in a scene.
  125717. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  125718. */
  125719. export class BoundingBoxRenderer implements ISceneComponent {
  125720. /**
  125721. * The component name helpfull to identify the component in the list of scene components.
  125722. */
  125723. readonly name: string;
  125724. /**
  125725. * The scene the component belongs to.
  125726. */
  125727. scene: Scene;
  125728. /**
  125729. * Color of the bounding box lines placed in front of an object
  125730. */
  125731. frontColor: Color3;
  125732. /**
  125733. * Color of the bounding box lines placed behind an object
  125734. */
  125735. backColor: Color3;
  125736. /**
  125737. * Defines if the renderer should show the back lines or not
  125738. */
  125739. showBackLines: boolean;
  125740. /**
  125741. * @hidden
  125742. */
  125743. renderList: SmartArray<BoundingBox>;
  125744. private _colorShader;
  125745. private _vertexBuffers;
  125746. private _indexBuffer;
  125747. private _fillIndexBuffer;
  125748. private _fillIndexData;
  125749. /**
  125750. * Instantiates a new bounding box renderer in a scene.
  125751. * @param scene the scene the renderer renders in
  125752. */
  125753. constructor(scene: Scene);
  125754. /**
  125755. * Registers the component in a given scene
  125756. */
  125757. register(): void;
  125758. private _evaluateSubMesh;
  125759. private _activeMesh;
  125760. private _prepareRessources;
  125761. private _createIndexBuffer;
  125762. /**
  125763. * Rebuilds the elements related to this component in case of
  125764. * context lost for instance.
  125765. */
  125766. rebuild(): void;
  125767. /**
  125768. * @hidden
  125769. */
  125770. reset(): void;
  125771. /**
  125772. * Render the bounding boxes of a specific rendering group
  125773. * @param renderingGroupId defines the rendering group to render
  125774. */
  125775. render(renderingGroupId: number): void;
  125776. /**
  125777. * In case of occlusion queries, we can render the occlusion bounding box through this method
  125778. * @param mesh Define the mesh to render the occlusion bounding box for
  125779. */
  125780. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  125781. /**
  125782. * Dispose and release the resources attached to this renderer.
  125783. */
  125784. dispose(): void;
  125785. }
  125786. }
  125787. declare module BABYLON {
  125788. /** @hidden */
  125789. export var depthPixelShader: {
  125790. name: string;
  125791. shader: string;
  125792. };
  125793. }
  125794. declare module BABYLON {
  125795. /**
  125796. * This represents a depth renderer in Babylon.
  125797. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  125798. */
  125799. export class DepthRenderer {
  125800. private _scene;
  125801. private _depthMap;
  125802. private _effect;
  125803. private readonly _storeNonLinearDepth;
  125804. private readonly _clearColor;
  125805. /** Get if the depth renderer is using packed depth or not */
  125806. readonly isPacked: boolean;
  125807. private _cachedDefines;
  125808. private _camera;
  125809. /**
  125810. * Specifiess that the depth renderer will only be used within
  125811. * the camera it is created for.
  125812. * This can help forcing its rendering during the camera processing.
  125813. */
  125814. useOnlyInActiveCamera: boolean;
  125815. /** @hidden */
  125816. static _SceneComponentInitialization: (scene: Scene) => void;
  125817. /**
  125818. * Instantiates a depth renderer
  125819. * @param scene The scene the renderer belongs to
  125820. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  125821. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  125822. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  125823. */
  125824. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  125825. /**
  125826. * Creates the depth rendering effect and checks if the effect is ready.
  125827. * @param subMesh The submesh to be used to render the depth map of
  125828. * @param useInstances If multiple world instances should be used
  125829. * @returns if the depth renderer is ready to render the depth map
  125830. */
  125831. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  125832. /**
  125833. * Gets the texture which the depth map will be written to.
  125834. * @returns The depth map texture
  125835. */
  125836. getDepthMap(): RenderTargetTexture;
  125837. /**
  125838. * Disposes of the depth renderer.
  125839. */
  125840. dispose(): void;
  125841. }
  125842. }
  125843. declare module BABYLON {
  125844. interface Scene {
  125845. /** @hidden (Backing field) */
  125846. _depthRenderer: {
  125847. [id: string]: DepthRenderer;
  125848. };
  125849. /**
  125850. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  125851. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  125852. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  125853. * @returns the created depth renderer
  125854. */
  125855. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  125856. /**
  125857. * Disables a depth renderer for a given camera
  125858. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  125859. */
  125860. disableDepthRenderer(camera?: Nullable<Camera>): void;
  125861. }
  125862. /**
  125863. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  125864. * in several rendering techniques.
  125865. */
  125866. export class DepthRendererSceneComponent implements ISceneComponent {
  125867. /**
  125868. * The component name helpfull to identify the component in the list of scene components.
  125869. */
  125870. readonly name: string;
  125871. /**
  125872. * The scene the component belongs to.
  125873. */
  125874. scene: Scene;
  125875. /**
  125876. * Creates a new instance of the component for the given scene
  125877. * @param scene Defines the scene to register the component in
  125878. */
  125879. constructor(scene: Scene);
  125880. /**
  125881. * Registers the component in a given scene
  125882. */
  125883. register(): void;
  125884. /**
  125885. * Rebuilds the elements related to this component in case of
  125886. * context lost for instance.
  125887. */
  125888. rebuild(): void;
  125889. /**
  125890. * Disposes the component and the associated ressources
  125891. */
  125892. dispose(): void;
  125893. private _gatherRenderTargets;
  125894. private _gatherActiveCameraRenderTargets;
  125895. }
  125896. }
  125897. declare module BABYLON {
  125898. /** @hidden */
  125899. export var outlinePixelShader: {
  125900. name: string;
  125901. shader: string;
  125902. };
  125903. }
  125904. declare module BABYLON {
  125905. /** @hidden */
  125906. export var outlineVertexShader: {
  125907. name: string;
  125908. shader: string;
  125909. };
  125910. }
  125911. declare module BABYLON {
  125912. interface Scene {
  125913. /** @hidden */
  125914. _outlineRenderer: OutlineRenderer;
  125915. /**
  125916. * Gets the outline renderer associated with the scene
  125917. * @returns a OutlineRenderer
  125918. */
  125919. getOutlineRenderer(): OutlineRenderer;
  125920. }
  125921. interface AbstractMesh {
  125922. /** @hidden (Backing field) */
  125923. _renderOutline: boolean;
  125924. /**
  125925. * Gets or sets a boolean indicating if the outline must be rendered as well
  125926. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  125927. */
  125928. renderOutline: boolean;
  125929. /** @hidden (Backing field) */
  125930. _renderOverlay: boolean;
  125931. /**
  125932. * Gets or sets a boolean indicating if the overlay must be rendered as well
  125933. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  125934. */
  125935. renderOverlay: boolean;
  125936. }
  125937. /**
  125938. * This class is responsible to draw bothe outline/overlay of meshes.
  125939. * It should not be used directly but through the available method on mesh.
  125940. */
  125941. export class OutlineRenderer implements ISceneComponent {
  125942. /**
  125943. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  125944. */
  125945. private static _StencilReference;
  125946. /**
  125947. * The name of the component. Each component must have a unique name.
  125948. */
  125949. name: string;
  125950. /**
  125951. * The scene the component belongs to.
  125952. */
  125953. scene: Scene;
  125954. /**
  125955. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  125956. */
  125957. zOffset: number;
  125958. private _engine;
  125959. private _effect;
  125960. private _cachedDefines;
  125961. private _savedDepthWrite;
  125962. /**
  125963. * Instantiates a new outline renderer. (There could be only one per scene).
  125964. * @param scene Defines the scene it belongs to
  125965. */
  125966. constructor(scene: Scene);
  125967. /**
  125968. * Register the component to one instance of a scene.
  125969. */
  125970. register(): void;
  125971. /**
  125972. * Rebuilds the elements related to this component in case of
  125973. * context lost for instance.
  125974. */
  125975. rebuild(): void;
  125976. /**
  125977. * Disposes the component and the associated ressources.
  125978. */
  125979. dispose(): void;
  125980. /**
  125981. * Renders the outline in the canvas.
  125982. * @param subMesh Defines the sumesh to render
  125983. * @param batch Defines the batch of meshes in case of instances
  125984. * @param useOverlay Defines if the rendering is for the overlay or the outline
  125985. */
  125986. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  125987. /**
  125988. * Returns whether or not the outline renderer is ready for a given submesh.
  125989. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  125990. * @param subMesh Defines the submesh to check readyness for
  125991. * @param useInstances Defines wheter wee are trying to render instances or not
  125992. * @returns true if ready otherwise false
  125993. */
  125994. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  125995. private _beforeRenderingMesh;
  125996. private _afterRenderingMesh;
  125997. }
  125998. }
  125999. declare module BABYLON {
  126000. /**
  126001. * Class used to manage multiple sprites of different sizes on the same spritesheet
  126002. * @see http://doc.babylonjs.com/babylon101/sprites
  126003. */
  126004. export class SpritePackedManager extends SpriteManager {
  126005. /** defines the packed manager's name */
  126006. name: string;
  126007. /**
  126008. * Creates a new sprite manager from a packed sprite sheet
  126009. * @param name defines the manager's name
  126010. * @param imgUrl defines the sprite sheet url
  126011. * @param capacity defines the maximum allowed number of sprites
  126012. * @param scene defines the hosting scene
  126013. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  126014. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  126015. * @param samplingMode defines the smapling mode to use with spritesheet
  126016. * @param fromPacked set to true; do not alter
  126017. */
  126018. constructor(
  126019. /** defines the packed manager's name */
  126020. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  126021. }
  126022. }
  126023. declare module BABYLON {
  126024. /**
  126025. * Defines the list of states available for a task inside a AssetsManager
  126026. */
  126027. export enum AssetTaskState {
  126028. /**
  126029. * Initialization
  126030. */
  126031. INIT = 0,
  126032. /**
  126033. * Running
  126034. */
  126035. RUNNING = 1,
  126036. /**
  126037. * Done
  126038. */
  126039. DONE = 2,
  126040. /**
  126041. * Error
  126042. */
  126043. ERROR = 3
  126044. }
  126045. /**
  126046. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  126047. */
  126048. export abstract class AbstractAssetTask {
  126049. /**
  126050. * Task name
  126051. */ name: string;
  126052. /**
  126053. * Callback called when the task is successful
  126054. */
  126055. onSuccess: (task: any) => void;
  126056. /**
  126057. * Callback called when the task is not successful
  126058. */
  126059. onError: (task: any, message?: string, exception?: any) => void;
  126060. /**
  126061. * Creates a new AssetsManager
  126062. * @param name defines the name of the task
  126063. */
  126064. constructor(
  126065. /**
  126066. * Task name
  126067. */ name: string);
  126068. private _isCompleted;
  126069. private _taskState;
  126070. private _errorObject;
  126071. /**
  126072. * Get if the task is completed
  126073. */
  126074. readonly isCompleted: boolean;
  126075. /**
  126076. * Gets the current state of the task
  126077. */
  126078. readonly taskState: AssetTaskState;
  126079. /**
  126080. * Gets the current error object (if task is in error)
  126081. */
  126082. readonly errorObject: {
  126083. message?: string;
  126084. exception?: any;
  126085. };
  126086. /**
  126087. * Internal only
  126088. * @hidden
  126089. */
  126090. _setErrorObject(message?: string, exception?: any): void;
  126091. /**
  126092. * Execute the current task
  126093. * @param scene defines the scene where you want your assets to be loaded
  126094. * @param onSuccess is a callback called when the task is successfully executed
  126095. * @param onError is a callback called if an error occurs
  126096. */
  126097. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126098. /**
  126099. * Execute the current task
  126100. * @param scene defines the scene where you want your assets to be loaded
  126101. * @param onSuccess is a callback called when the task is successfully executed
  126102. * @param onError is a callback called if an error occurs
  126103. */
  126104. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126105. /**
  126106. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  126107. * This can be used with failed tasks that have the reason for failure fixed.
  126108. */
  126109. reset(): void;
  126110. private onErrorCallback;
  126111. private onDoneCallback;
  126112. }
  126113. /**
  126114. * Define the interface used by progress events raised during assets loading
  126115. */
  126116. export interface IAssetsProgressEvent {
  126117. /**
  126118. * Defines the number of remaining tasks to process
  126119. */
  126120. remainingCount: number;
  126121. /**
  126122. * Defines the total number of tasks
  126123. */
  126124. totalCount: number;
  126125. /**
  126126. * Defines the task that was just processed
  126127. */
  126128. task: AbstractAssetTask;
  126129. }
  126130. /**
  126131. * Class used to share progress information about assets loading
  126132. */
  126133. export class AssetsProgressEvent implements IAssetsProgressEvent {
  126134. /**
  126135. * Defines the number of remaining tasks to process
  126136. */
  126137. remainingCount: number;
  126138. /**
  126139. * Defines the total number of tasks
  126140. */
  126141. totalCount: number;
  126142. /**
  126143. * Defines the task that was just processed
  126144. */
  126145. task: AbstractAssetTask;
  126146. /**
  126147. * Creates a AssetsProgressEvent
  126148. * @param remainingCount defines the number of remaining tasks to process
  126149. * @param totalCount defines the total number of tasks
  126150. * @param task defines the task that was just processed
  126151. */
  126152. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  126153. }
  126154. /**
  126155. * Define a task used by AssetsManager to load meshes
  126156. */
  126157. export class MeshAssetTask extends AbstractAssetTask {
  126158. /**
  126159. * Defines the name of the task
  126160. */
  126161. name: string;
  126162. /**
  126163. * Defines the list of mesh's names you want to load
  126164. */
  126165. meshesNames: any;
  126166. /**
  126167. * Defines the root url to use as a base to load your meshes and associated resources
  126168. */
  126169. rootUrl: string;
  126170. /**
  126171. * Defines the filename of the scene to load from
  126172. */
  126173. sceneFilename: string;
  126174. /**
  126175. * Gets the list of loaded meshes
  126176. */
  126177. loadedMeshes: Array<AbstractMesh>;
  126178. /**
  126179. * Gets the list of loaded particle systems
  126180. */
  126181. loadedParticleSystems: Array<IParticleSystem>;
  126182. /**
  126183. * Gets the list of loaded skeletons
  126184. */
  126185. loadedSkeletons: Array<Skeleton>;
  126186. /**
  126187. * Gets the list of loaded animation groups
  126188. */
  126189. loadedAnimationGroups: Array<AnimationGroup>;
  126190. /**
  126191. * Callback called when the task is successful
  126192. */
  126193. onSuccess: (task: MeshAssetTask) => void;
  126194. /**
  126195. * Callback called when the task is successful
  126196. */
  126197. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  126198. /**
  126199. * Creates a new MeshAssetTask
  126200. * @param name defines the name of the task
  126201. * @param meshesNames defines the list of mesh's names you want to load
  126202. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  126203. * @param sceneFilename defines the filename of the scene to load from
  126204. */
  126205. constructor(
  126206. /**
  126207. * Defines the name of the task
  126208. */
  126209. name: string,
  126210. /**
  126211. * Defines the list of mesh's names you want to load
  126212. */
  126213. meshesNames: any,
  126214. /**
  126215. * Defines the root url to use as a base to load your meshes and associated resources
  126216. */
  126217. rootUrl: string,
  126218. /**
  126219. * Defines the filename of the scene to load from
  126220. */
  126221. sceneFilename: string);
  126222. /**
  126223. * Execute the current task
  126224. * @param scene defines the scene where you want your assets to be loaded
  126225. * @param onSuccess is a callback called when the task is successfully executed
  126226. * @param onError is a callback called if an error occurs
  126227. */
  126228. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126229. }
  126230. /**
  126231. * Define a task used by AssetsManager to load text content
  126232. */
  126233. export class TextFileAssetTask extends AbstractAssetTask {
  126234. /**
  126235. * Defines the name of the task
  126236. */
  126237. name: string;
  126238. /**
  126239. * Defines the location of the file to load
  126240. */
  126241. url: string;
  126242. /**
  126243. * Gets the loaded text string
  126244. */
  126245. text: string;
  126246. /**
  126247. * Callback called when the task is successful
  126248. */
  126249. onSuccess: (task: TextFileAssetTask) => void;
  126250. /**
  126251. * Callback called when the task is successful
  126252. */
  126253. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  126254. /**
  126255. * Creates a new TextFileAssetTask object
  126256. * @param name defines the name of the task
  126257. * @param url defines the location of the file to load
  126258. */
  126259. constructor(
  126260. /**
  126261. * Defines the name of the task
  126262. */
  126263. name: string,
  126264. /**
  126265. * Defines the location of the file to load
  126266. */
  126267. url: string);
  126268. /**
  126269. * Execute the current task
  126270. * @param scene defines the scene where you want your assets to be loaded
  126271. * @param onSuccess is a callback called when the task is successfully executed
  126272. * @param onError is a callback called if an error occurs
  126273. */
  126274. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126275. }
  126276. /**
  126277. * Define a task used by AssetsManager to load binary data
  126278. */
  126279. export class BinaryFileAssetTask extends AbstractAssetTask {
  126280. /**
  126281. * Defines the name of the task
  126282. */
  126283. name: string;
  126284. /**
  126285. * Defines the location of the file to load
  126286. */
  126287. url: string;
  126288. /**
  126289. * Gets the lodaded data (as an array buffer)
  126290. */
  126291. data: ArrayBuffer;
  126292. /**
  126293. * Callback called when the task is successful
  126294. */
  126295. onSuccess: (task: BinaryFileAssetTask) => void;
  126296. /**
  126297. * Callback called when the task is successful
  126298. */
  126299. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  126300. /**
  126301. * Creates a new BinaryFileAssetTask object
  126302. * @param name defines the name of the new task
  126303. * @param url defines the location of the file to load
  126304. */
  126305. constructor(
  126306. /**
  126307. * Defines the name of the task
  126308. */
  126309. name: string,
  126310. /**
  126311. * Defines the location of the file to load
  126312. */
  126313. url: string);
  126314. /**
  126315. * Execute the current task
  126316. * @param scene defines the scene where you want your assets to be loaded
  126317. * @param onSuccess is a callback called when the task is successfully executed
  126318. * @param onError is a callback called if an error occurs
  126319. */
  126320. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126321. }
  126322. /**
  126323. * Define a task used by AssetsManager to load images
  126324. */
  126325. export class ImageAssetTask extends AbstractAssetTask {
  126326. /**
  126327. * Defines the name of the task
  126328. */
  126329. name: string;
  126330. /**
  126331. * Defines the location of the image to load
  126332. */
  126333. url: string;
  126334. /**
  126335. * Gets the loaded images
  126336. */
  126337. image: HTMLImageElement;
  126338. /**
  126339. * Callback called when the task is successful
  126340. */
  126341. onSuccess: (task: ImageAssetTask) => void;
  126342. /**
  126343. * Callback called when the task is successful
  126344. */
  126345. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  126346. /**
  126347. * Creates a new ImageAssetTask
  126348. * @param name defines the name of the task
  126349. * @param url defines the location of the image to load
  126350. */
  126351. constructor(
  126352. /**
  126353. * Defines the name of the task
  126354. */
  126355. name: string,
  126356. /**
  126357. * Defines the location of the image to load
  126358. */
  126359. url: string);
  126360. /**
  126361. * Execute the current task
  126362. * @param scene defines the scene where you want your assets to be loaded
  126363. * @param onSuccess is a callback called when the task is successfully executed
  126364. * @param onError is a callback called if an error occurs
  126365. */
  126366. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126367. }
  126368. /**
  126369. * Defines the interface used by texture loading tasks
  126370. */
  126371. export interface ITextureAssetTask<TEX extends BaseTexture> {
  126372. /**
  126373. * Gets the loaded texture
  126374. */
  126375. texture: TEX;
  126376. }
  126377. /**
  126378. * Define a task used by AssetsManager to load 2D textures
  126379. */
  126380. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  126381. /**
  126382. * Defines the name of the task
  126383. */
  126384. name: string;
  126385. /**
  126386. * Defines the location of the file to load
  126387. */
  126388. url: string;
  126389. /**
  126390. * Defines if mipmap should not be generated (default is false)
  126391. */
  126392. noMipmap?: boolean | undefined;
  126393. /**
  126394. * Defines if texture must be inverted on Y axis (default is false)
  126395. */
  126396. invertY?: boolean | undefined;
  126397. /**
  126398. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126399. */
  126400. samplingMode: number;
  126401. /**
  126402. * Gets the loaded texture
  126403. */
  126404. texture: Texture;
  126405. /**
  126406. * Callback called when the task is successful
  126407. */
  126408. onSuccess: (task: TextureAssetTask) => void;
  126409. /**
  126410. * Callback called when the task is successful
  126411. */
  126412. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  126413. /**
  126414. * Creates a new TextureAssetTask object
  126415. * @param name defines the name of the task
  126416. * @param url defines the location of the file to load
  126417. * @param noMipmap defines if mipmap should not be generated (default is false)
  126418. * @param invertY defines if texture must be inverted on Y axis (default is false)
  126419. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126420. */
  126421. constructor(
  126422. /**
  126423. * Defines the name of the task
  126424. */
  126425. name: string,
  126426. /**
  126427. * Defines the location of the file to load
  126428. */
  126429. url: string,
  126430. /**
  126431. * Defines if mipmap should not be generated (default is false)
  126432. */
  126433. noMipmap?: boolean | undefined,
  126434. /**
  126435. * Defines if texture must be inverted on Y axis (default is false)
  126436. */
  126437. invertY?: boolean | undefined,
  126438. /**
  126439. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126440. */
  126441. samplingMode?: number);
  126442. /**
  126443. * Execute the current task
  126444. * @param scene defines the scene where you want your assets to be loaded
  126445. * @param onSuccess is a callback called when the task is successfully executed
  126446. * @param onError is a callback called if an error occurs
  126447. */
  126448. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126449. }
  126450. /**
  126451. * Define a task used by AssetsManager to load cube textures
  126452. */
  126453. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  126454. /**
  126455. * Defines the name of the task
  126456. */
  126457. name: string;
  126458. /**
  126459. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126460. */
  126461. url: string;
  126462. /**
  126463. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126464. */
  126465. extensions?: string[] | undefined;
  126466. /**
  126467. * Defines if mipmaps should not be generated (default is false)
  126468. */
  126469. noMipmap?: boolean | undefined;
  126470. /**
  126471. * Defines the explicit list of files (undefined by default)
  126472. */
  126473. files?: string[] | undefined;
  126474. /**
  126475. * Gets the loaded texture
  126476. */
  126477. texture: CubeTexture;
  126478. /**
  126479. * Callback called when the task is successful
  126480. */
  126481. onSuccess: (task: CubeTextureAssetTask) => void;
  126482. /**
  126483. * Callback called when the task is successful
  126484. */
  126485. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  126486. /**
  126487. * Creates a new CubeTextureAssetTask
  126488. * @param name defines the name of the task
  126489. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126490. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126491. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126492. * @param files defines the explicit list of files (undefined by default)
  126493. */
  126494. constructor(
  126495. /**
  126496. * Defines the name of the task
  126497. */
  126498. name: string,
  126499. /**
  126500. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126501. */
  126502. url: string,
  126503. /**
  126504. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126505. */
  126506. extensions?: string[] | undefined,
  126507. /**
  126508. * Defines if mipmaps should not be generated (default is false)
  126509. */
  126510. noMipmap?: boolean | undefined,
  126511. /**
  126512. * Defines the explicit list of files (undefined by default)
  126513. */
  126514. files?: string[] | undefined);
  126515. /**
  126516. * Execute the current task
  126517. * @param scene defines the scene where you want your assets to be loaded
  126518. * @param onSuccess is a callback called when the task is successfully executed
  126519. * @param onError is a callback called if an error occurs
  126520. */
  126521. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126522. }
  126523. /**
  126524. * Define a task used by AssetsManager to load HDR cube textures
  126525. */
  126526. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  126527. /**
  126528. * Defines the name of the task
  126529. */
  126530. name: string;
  126531. /**
  126532. * Defines the location of the file to load
  126533. */
  126534. url: string;
  126535. /**
  126536. * Defines the desired size (the more it increases the longer the generation will be)
  126537. */
  126538. size: number;
  126539. /**
  126540. * Defines if mipmaps should not be generated (default is false)
  126541. */
  126542. noMipmap: boolean;
  126543. /**
  126544. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126545. */
  126546. generateHarmonics: boolean;
  126547. /**
  126548. * 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)
  126549. */
  126550. gammaSpace: boolean;
  126551. /**
  126552. * Internal Use Only
  126553. */
  126554. reserved: boolean;
  126555. /**
  126556. * Gets the loaded texture
  126557. */
  126558. texture: HDRCubeTexture;
  126559. /**
  126560. * Callback called when the task is successful
  126561. */
  126562. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  126563. /**
  126564. * Callback called when the task is successful
  126565. */
  126566. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  126567. /**
  126568. * Creates a new HDRCubeTextureAssetTask object
  126569. * @param name defines the name of the task
  126570. * @param url defines the location of the file to load
  126571. * @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.
  126572. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126573. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126574. * @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)
  126575. * @param reserved Internal use only
  126576. */
  126577. constructor(
  126578. /**
  126579. * Defines the name of the task
  126580. */
  126581. name: string,
  126582. /**
  126583. * Defines the location of the file to load
  126584. */
  126585. url: string,
  126586. /**
  126587. * Defines the desired size (the more it increases the longer the generation will be)
  126588. */
  126589. size: number,
  126590. /**
  126591. * Defines if mipmaps should not be generated (default is false)
  126592. */
  126593. noMipmap?: boolean,
  126594. /**
  126595. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126596. */
  126597. generateHarmonics?: boolean,
  126598. /**
  126599. * 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)
  126600. */
  126601. gammaSpace?: boolean,
  126602. /**
  126603. * Internal Use Only
  126604. */
  126605. reserved?: boolean);
  126606. /**
  126607. * Execute the current task
  126608. * @param scene defines the scene where you want your assets to be loaded
  126609. * @param onSuccess is a callback called when the task is successfully executed
  126610. * @param onError is a callback called if an error occurs
  126611. */
  126612. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126613. }
  126614. /**
  126615. * Define a task used by AssetsManager to load Equirectangular cube textures
  126616. */
  126617. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  126618. /**
  126619. * Defines the name of the task
  126620. */
  126621. name: string;
  126622. /**
  126623. * Defines the location of the file to load
  126624. */
  126625. url: string;
  126626. /**
  126627. * Defines the desired size (the more it increases the longer the generation will be)
  126628. */
  126629. size: number;
  126630. /**
  126631. * Defines if mipmaps should not be generated (default is false)
  126632. */
  126633. noMipmap: boolean;
  126634. /**
  126635. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  126636. * but the standard material would require them in Gamma space) (default is true)
  126637. */
  126638. gammaSpace: boolean;
  126639. /**
  126640. * Gets the loaded texture
  126641. */
  126642. texture: EquiRectangularCubeTexture;
  126643. /**
  126644. * Callback called when the task is successful
  126645. */
  126646. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  126647. /**
  126648. * Callback called when the task is successful
  126649. */
  126650. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  126651. /**
  126652. * Creates a new EquiRectangularCubeTextureAssetTask object
  126653. * @param name defines the name of the task
  126654. * @param url defines the location of the file to load
  126655. * @param size defines the desired size (the more it increases the longer the generation will be)
  126656. * If the size is omitted this implies you are using a preprocessed cubemap.
  126657. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126658. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  126659. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  126660. * (default is true)
  126661. */
  126662. constructor(
  126663. /**
  126664. * Defines the name of the task
  126665. */
  126666. name: string,
  126667. /**
  126668. * Defines the location of the file to load
  126669. */
  126670. url: string,
  126671. /**
  126672. * Defines the desired size (the more it increases the longer the generation will be)
  126673. */
  126674. size: number,
  126675. /**
  126676. * Defines if mipmaps should not be generated (default is false)
  126677. */
  126678. noMipmap?: boolean,
  126679. /**
  126680. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  126681. * but the standard material would require them in Gamma space) (default is true)
  126682. */
  126683. gammaSpace?: boolean);
  126684. /**
  126685. * Execute the current task
  126686. * @param scene defines the scene where you want your assets to be loaded
  126687. * @param onSuccess is a callback called when the task is successfully executed
  126688. * @param onError is a callback called if an error occurs
  126689. */
  126690. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126691. }
  126692. /**
  126693. * This class can be used to easily import assets into a scene
  126694. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  126695. */
  126696. export class AssetsManager {
  126697. private _scene;
  126698. private _isLoading;
  126699. protected _tasks: AbstractAssetTask[];
  126700. protected _waitingTasksCount: number;
  126701. protected _totalTasksCount: number;
  126702. /**
  126703. * Callback called when all tasks are processed
  126704. */
  126705. onFinish: (tasks: AbstractAssetTask[]) => void;
  126706. /**
  126707. * Callback called when a task is successful
  126708. */
  126709. onTaskSuccess: (task: AbstractAssetTask) => void;
  126710. /**
  126711. * Callback called when a task had an error
  126712. */
  126713. onTaskError: (task: AbstractAssetTask) => void;
  126714. /**
  126715. * Callback called when a task is done (whatever the result is)
  126716. */
  126717. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  126718. /**
  126719. * Observable called when all tasks are processed
  126720. */
  126721. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  126722. /**
  126723. * Observable called when a task had an error
  126724. */
  126725. onTaskErrorObservable: Observable<AbstractAssetTask>;
  126726. /**
  126727. * Observable called when all tasks were executed
  126728. */
  126729. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  126730. /**
  126731. * Observable called when a task is done (whatever the result is)
  126732. */
  126733. onProgressObservable: Observable<IAssetsProgressEvent>;
  126734. /**
  126735. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  126736. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  126737. */
  126738. useDefaultLoadingScreen: boolean;
  126739. /**
  126740. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  126741. * when all assets have been downloaded.
  126742. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  126743. */
  126744. autoHideLoadingUI: boolean;
  126745. /**
  126746. * Creates a new AssetsManager
  126747. * @param scene defines the scene to work on
  126748. */
  126749. constructor(scene: Scene);
  126750. /**
  126751. * Add a MeshAssetTask to the list of active tasks
  126752. * @param taskName defines the name of the new task
  126753. * @param meshesNames defines the name of meshes to load
  126754. * @param rootUrl defines the root url to use to locate files
  126755. * @param sceneFilename defines the filename of the scene file
  126756. * @returns a new MeshAssetTask object
  126757. */
  126758. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  126759. /**
  126760. * Add a TextFileAssetTask to the list of active tasks
  126761. * @param taskName defines the name of the new task
  126762. * @param url defines the url of the file to load
  126763. * @returns a new TextFileAssetTask object
  126764. */
  126765. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  126766. /**
  126767. * Add a BinaryFileAssetTask to the list of active tasks
  126768. * @param taskName defines the name of the new task
  126769. * @param url defines the url of the file to load
  126770. * @returns a new BinaryFileAssetTask object
  126771. */
  126772. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  126773. /**
  126774. * Add a ImageAssetTask to the list of active tasks
  126775. * @param taskName defines the name of the new task
  126776. * @param url defines the url of the file to load
  126777. * @returns a new ImageAssetTask object
  126778. */
  126779. addImageTask(taskName: string, url: string): ImageAssetTask;
  126780. /**
  126781. * Add a TextureAssetTask to the list of active tasks
  126782. * @param taskName defines the name of the new task
  126783. * @param url defines the url of the file to load
  126784. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126785. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  126786. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  126787. * @returns a new TextureAssetTask object
  126788. */
  126789. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  126790. /**
  126791. * Add a CubeTextureAssetTask to the list of active tasks
  126792. * @param taskName defines the name of the new task
  126793. * @param url defines the url of the file to load
  126794. * @param extensions defines the extension to use to load the cube map (can be null)
  126795. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126796. * @param files defines the list of files to load (can be null)
  126797. * @returns a new CubeTextureAssetTask object
  126798. */
  126799. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  126800. /**
  126801. *
  126802. * Add a HDRCubeTextureAssetTask to the list of active tasks
  126803. * @param taskName defines the name of the new task
  126804. * @param url defines the url of the file to load
  126805. * @param size defines the size you want for the cubemap (can be null)
  126806. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126807. * @param generateHarmonics defines if you want to automatically generate (true by default)
  126808. * @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)
  126809. * @param reserved Internal use only
  126810. * @returns a new HDRCubeTextureAssetTask object
  126811. */
  126812. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  126813. /**
  126814. *
  126815. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  126816. * @param taskName defines the name of the new task
  126817. * @param url defines the url of the file to load
  126818. * @param size defines the size you want for the cubemap (can be null)
  126819. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126820. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  126821. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  126822. * @returns a new EquiRectangularCubeTextureAssetTask object
  126823. */
  126824. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  126825. /**
  126826. * Remove a task from the assets manager.
  126827. * @param task the task to remove
  126828. */
  126829. removeTask(task: AbstractAssetTask): void;
  126830. private _decreaseWaitingTasksCount;
  126831. private _runTask;
  126832. /**
  126833. * Reset the AssetsManager and remove all tasks
  126834. * @return the current instance of the AssetsManager
  126835. */
  126836. reset(): AssetsManager;
  126837. /**
  126838. * Start the loading process
  126839. * @return the current instance of the AssetsManager
  126840. */
  126841. load(): AssetsManager;
  126842. /**
  126843. * Start the loading process as an async operation
  126844. * @return a promise returning the list of failed tasks
  126845. */
  126846. loadAsync(): Promise<void>;
  126847. }
  126848. }
  126849. declare module BABYLON {
  126850. /**
  126851. * Wrapper class for promise with external resolve and reject.
  126852. */
  126853. export class Deferred<T> {
  126854. /**
  126855. * The promise associated with this deferred object.
  126856. */
  126857. readonly promise: Promise<T>;
  126858. private _resolve;
  126859. private _reject;
  126860. /**
  126861. * The resolve method of the promise associated with this deferred object.
  126862. */
  126863. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  126864. /**
  126865. * The reject method of the promise associated with this deferred object.
  126866. */
  126867. readonly reject: (reason?: any) => void;
  126868. /**
  126869. * Constructor for this deferred object.
  126870. */
  126871. constructor();
  126872. }
  126873. }
  126874. declare module BABYLON {
  126875. /**
  126876. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  126877. */
  126878. export class MeshExploder {
  126879. private _centerMesh;
  126880. private _meshes;
  126881. private _meshesOrigins;
  126882. private _toCenterVectors;
  126883. private _scaledDirection;
  126884. private _newPosition;
  126885. private _centerPosition;
  126886. /**
  126887. * Explodes meshes from a center mesh.
  126888. * @param meshes The meshes to explode.
  126889. * @param centerMesh The mesh to be center of explosion.
  126890. */
  126891. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  126892. private _setCenterMesh;
  126893. /**
  126894. * Get class name
  126895. * @returns "MeshExploder"
  126896. */
  126897. getClassName(): string;
  126898. /**
  126899. * "Exploded meshes"
  126900. * @returns Array of meshes with the centerMesh at index 0.
  126901. */
  126902. getMeshes(): Array<Mesh>;
  126903. /**
  126904. * Explodes meshes giving a specific direction
  126905. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  126906. */
  126907. explode(direction?: number): void;
  126908. }
  126909. }
  126910. declare module BABYLON {
  126911. /**
  126912. * Class used to help managing file picking and drag'n'drop
  126913. */
  126914. export class FilesInput {
  126915. /**
  126916. * List of files ready to be loaded
  126917. */
  126918. static readonly FilesToLoad: {
  126919. [key: string]: File;
  126920. };
  126921. /**
  126922. * Callback called when a file is processed
  126923. */
  126924. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  126925. private _engine;
  126926. private _currentScene;
  126927. private _sceneLoadedCallback;
  126928. private _progressCallback;
  126929. private _additionalRenderLoopLogicCallback;
  126930. private _textureLoadingCallback;
  126931. private _startingProcessingFilesCallback;
  126932. private _onReloadCallback;
  126933. private _errorCallback;
  126934. private _elementToMonitor;
  126935. private _sceneFileToLoad;
  126936. private _filesToLoad;
  126937. /**
  126938. * Creates a new FilesInput
  126939. * @param engine defines the rendering engine
  126940. * @param scene defines the hosting scene
  126941. * @param sceneLoadedCallback callback called when scene is loaded
  126942. * @param progressCallback callback called to track progress
  126943. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  126944. * @param textureLoadingCallback callback called when a texture is loading
  126945. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  126946. * @param onReloadCallback callback called when a reload is requested
  126947. * @param errorCallback callback call if an error occurs
  126948. */
  126949. 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);
  126950. private _dragEnterHandler;
  126951. private _dragOverHandler;
  126952. private _dropHandler;
  126953. /**
  126954. * Calls this function to listen to drag'n'drop events on a specific DOM element
  126955. * @param elementToMonitor defines the DOM element to track
  126956. */
  126957. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  126958. /**
  126959. * Release all associated resources
  126960. */
  126961. dispose(): void;
  126962. private renderFunction;
  126963. private drag;
  126964. private drop;
  126965. private _traverseFolder;
  126966. private _processFiles;
  126967. /**
  126968. * Load files from a drop event
  126969. * @param event defines the drop event to use as source
  126970. */
  126971. loadFiles(event: any): void;
  126972. private _processReload;
  126973. /**
  126974. * Reload the current scene from the loaded files
  126975. */
  126976. reload(): void;
  126977. }
  126978. }
  126979. declare module BABYLON {
  126980. /**
  126981. * Defines the root class used to create scene optimization to use with SceneOptimizer
  126982. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  126983. */
  126984. export class SceneOptimization {
  126985. /**
  126986. * Defines the priority of this optimization (0 by default which means first in the list)
  126987. */
  126988. priority: number;
  126989. /**
  126990. * Gets a string describing the action executed by the current optimization
  126991. * @returns description string
  126992. */
  126993. getDescription(): string;
  126994. /**
  126995. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  126996. * @param scene defines the current scene where to apply this optimization
  126997. * @param optimizer defines the current optimizer
  126998. * @returns true if everything that can be done was applied
  126999. */
  127000. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127001. /**
  127002. * Creates the SceneOptimization object
  127003. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127004. * @param desc defines the description associated with the optimization
  127005. */
  127006. constructor(
  127007. /**
  127008. * Defines the priority of this optimization (0 by default which means first in the list)
  127009. */
  127010. priority?: number);
  127011. }
  127012. /**
  127013. * Defines an optimization used to reduce the size of render target textures
  127014. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127015. */
  127016. export class TextureOptimization extends SceneOptimization {
  127017. /**
  127018. * Defines the priority of this optimization (0 by default which means first in the list)
  127019. */
  127020. priority: number;
  127021. /**
  127022. * 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
  127023. */
  127024. maximumSize: number;
  127025. /**
  127026. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  127027. */
  127028. step: number;
  127029. /**
  127030. * Gets a string describing the action executed by the current optimization
  127031. * @returns description string
  127032. */
  127033. getDescription(): string;
  127034. /**
  127035. * Creates the TextureOptimization object
  127036. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127037. * @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
  127038. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  127039. */
  127040. constructor(
  127041. /**
  127042. * Defines the priority of this optimization (0 by default which means first in the list)
  127043. */
  127044. priority?: number,
  127045. /**
  127046. * 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
  127047. */
  127048. maximumSize?: number,
  127049. /**
  127050. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  127051. */
  127052. step?: number);
  127053. /**
  127054. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127055. * @param scene defines the current scene where to apply this optimization
  127056. * @param optimizer defines the current optimizer
  127057. * @returns true if everything that can be done was applied
  127058. */
  127059. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127060. }
  127061. /**
  127062. * Defines an optimization used to increase or decrease the rendering resolution
  127063. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127064. */
  127065. export class HardwareScalingOptimization extends SceneOptimization {
  127066. /**
  127067. * Defines the priority of this optimization (0 by default which means first in the list)
  127068. */
  127069. priority: number;
  127070. /**
  127071. * Defines the maximum scale to use (2 by default)
  127072. */
  127073. maximumScale: number;
  127074. /**
  127075. * Defines the step to use between two passes (0.5 by default)
  127076. */
  127077. step: number;
  127078. private _currentScale;
  127079. private _directionOffset;
  127080. /**
  127081. * Gets a string describing the action executed by the current optimization
  127082. * @return description string
  127083. */
  127084. getDescription(): string;
  127085. /**
  127086. * Creates the HardwareScalingOptimization object
  127087. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127088. * @param maximumScale defines the maximum scale to use (2 by default)
  127089. * @param step defines the step to use between two passes (0.5 by default)
  127090. */
  127091. constructor(
  127092. /**
  127093. * Defines the priority of this optimization (0 by default which means first in the list)
  127094. */
  127095. priority?: number,
  127096. /**
  127097. * Defines the maximum scale to use (2 by default)
  127098. */
  127099. maximumScale?: number,
  127100. /**
  127101. * Defines the step to use between two passes (0.5 by default)
  127102. */
  127103. step?: number);
  127104. /**
  127105. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127106. * @param scene defines the current scene where to apply this optimization
  127107. * @param optimizer defines the current optimizer
  127108. * @returns true if everything that can be done was applied
  127109. */
  127110. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127111. }
  127112. /**
  127113. * Defines an optimization used to remove shadows
  127114. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127115. */
  127116. export class ShadowsOptimization extends SceneOptimization {
  127117. /**
  127118. * Gets a string describing the action executed by the current optimization
  127119. * @return description string
  127120. */
  127121. getDescription(): string;
  127122. /**
  127123. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127124. * @param scene defines the current scene where to apply this optimization
  127125. * @param optimizer defines the current optimizer
  127126. * @returns true if everything that can be done was applied
  127127. */
  127128. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127129. }
  127130. /**
  127131. * Defines an optimization used to turn post-processes off
  127132. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127133. */
  127134. export class PostProcessesOptimization extends SceneOptimization {
  127135. /**
  127136. * Gets a string describing the action executed by the current optimization
  127137. * @return description string
  127138. */
  127139. getDescription(): string;
  127140. /**
  127141. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127142. * @param scene defines the current scene where to apply this optimization
  127143. * @param optimizer defines the current optimizer
  127144. * @returns true if everything that can be done was applied
  127145. */
  127146. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127147. }
  127148. /**
  127149. * Defines an optimization used to turn lens flares off
  127150. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127151. */
  127152. export class LensFlaresOptimization extends SceneOptimization {
  127153. /**
  127154. * Gets a string describing the action executed by the current optimization
  127155. * @return description string
  127156. */
  127157. getDescription(): string;
  127158. /**
  127159. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127160. * @param scene defines the current scene where to apply this optimization
  127161. * @param optimizer defines the current optimizer
  127162. * @returns true if everything that can be done was applied
  127163. */
  127164. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127165. }
  127166. /**
  127167. * Defines an optimization based on user defined callback.
  127168. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127169. */
  127170. export class CustomOptimization extends SceneOptimization {
  127171. /**
  127172. * Callback called to apply the custom optimization.
  127173. */
  127174. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  127175. /**
  127176. * Callback called to get custom description
  127177. */
  127178. onGetDescription: () => string;
  127179. /**
  127180. * Gets a string describing the action executed by the current optimization
  127181. * @returns description string
  127182. */
  127183. getDescription(): string;
  127184. /**
  127185. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127186. * @param scene defines the current scene where to apply this optimization
  127187. * @param optimizer defines the current optimizer
  127188. * @returns true if everything that can be done was applied
  127189. */
  127190. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127191. }
  127192. /**
  127193. * Defines an optimization used to turn particles off
  127194. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127195. */
  127196. export class ParticlesOptimization extends SceneOptimization {
  127197. /**
  127198. * Gets a string describing the action executed by the current optimization
  127199. * @return description string
  127200. */
  127201. getDescription(): string;
  127202. /**
  127203. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127204. * @param scene defines the current scene where to apply this optimization
  127205. * @param optimizer defines the current optimizer
  127206. * @returns true if everything that can be done was applied
  127207. */
  127208. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127209. }
  127210. /**
  127211. * Defines an optimization used to turn render targets off
  127212. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127213. */
  127214. export class RenderTargetsOptimization extends SceneOptimization {
  127215. /**
  127216. * Gets a string describing the action executed by the current optimization
  127217. * @return description string
  127218. */
  127219. getDescription(): string;
  127220. /**
  127221. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127222. * @param scene defines the current scene where to apply this optimization
  127223. * @param optimizer defines the current optimizer
  127224. * @returns true if everything that can be done was applied
  127225. */
  127226. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127227. }
  127228. /**
  127229. * Defines an optimization used to merge meshes with compatible materials
  127230. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127231. */
  127232. export class MergeMeshesOptimization extends SceneOptimization {
  127233. private static _UpdateSelectionTree;
  127234. /**
  127235. * Gets or sets a boolean which defines if optimization octree has to be updated
  127236. */
  127237. /**
  127238. * Gets or sets a boolean which defines if optimization octree has to be updated
  127239. */
  127240. static UpdateSelectionTree: boolean;
  127241. /**
  127242. * Gets a string describing the action executed by the current optimization
  127243. * @return description string
  127244. */
  127245. getDescription(): string;
  127246. private _canBeMerged;
  127247. /**
  127248. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127249. * @param scene defines the current scene where to apply this optimization
  127250. * @param optimizer defines the current optimizer
  127251. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  127252. * @returns true if everything that can be done was applied
  127253. */
  127254. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  127255. }
  127256. /**
  127257. * Defines a list of options used by SceneOptimizer
  127258. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127259. */
  127260. export class SceneOptimizerOptions {
  127261. /**
  127262. * Defines the target frame rate to reach (60 by default)
  127263. */
  127264. targetFrameRate: number;
  127265. /**
  127266. * Defines the interval between two checkes (2000ms by default)
  127267. */
  127268. trackerDuration: number;
  127269. /**
  127270. * Gets the list of optimizations to apply
  127271. */
  127272. optimizations: SceneOptimization[];
  127273. /**
  127274. * Creates a new list of options used by SceneOptimizer
  127275. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  127276. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  127277. */
  127278. constructor(
  127279. /**
  127280. * Defines the target frame rate to reach (60 by default)
  127281. */
  127282. targetFrameRate?: number,
  127283. /**
  127284. * Defines the interval between two checkes (2000ms by default)
  127285. */
  127286. trackerDuration?: number);
  127287. /**
  127288. * Add a new optimization
  127289. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  127290. * @returns the current SceneOptimizerOptions
  127291. */
  127292. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  127293. /**
  127294. * Add a new custom optimization
  127295. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  127296. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  127297. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127298. * @returns the current SceneOptimizerOptions
  127299. */
  127300. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  127301. /**
  127302. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  127303. * @param targetFrameRate defines the target frame rate (60 by default)
  127304. * @returns a SceneOptimizerOptions object
  127305. */
  127306. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127307. /**
  127308. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  127309. * @param targetFrameRate defines the target frame rate (60 by default)
  127310. * @returns a SceneOptimizerOptions object
  127311. */
  127312. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127313. /**
  127314. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  127315. * @param targetFrameRate defines the target frame rate (60 by default)
  127316. * @returns a SceneOptimizerOptions object
  127317. */
  127318. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127319. }
  127320. /**
  127321. * Class used to run optimizations in order to reach a target frame rate
  127322. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127323. */
  127324. export class SceneOptimizer implements IDisposable {
  127325. private _isRunning;
  127326. private _options;
  127327. private _scene;
  127328. private _currentPriorityLevel;
  127329. private _targetFrameRate;
  127330. private _trackerDuration;
  127331. private _currentFrameRate;
  127332. private _sceneDisposeObserver;
  127333. private _improvementMode;
  127334. /**
  127335. * Defines an observable called when the optimizer reaches the target frame rate
  127336. */
  127337. onSuccessObservable: Observable<SceneOptimizer>;
  127338. /**
  127339. * Defines an observable called when the optimizer enables an optimization
  127340. */
  127341. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  127342. /**
  127343. * Defines an observable called when the optimizer is not able to reach the target frame rate
  127344. */
  127345. onFailureObservable: Observable<SceneOptimizer>;
  127346. /**
  127347. * Gets a boolean indicating if the optimizer is in improvement mode
  127348. */
  127349. readonly isInImprovementMode: boolean;
  127350. /**
  127351. * Gets the current priority level (0 at start)
  127352. */
  127353. readonly currentPriorityLevel: number;
  127354. /**
  127355. * Gets the current frame rate checked by the SceneOptimizer
  127356. */
  127357. readonly currentFrameRate: number;
  127358. /**
  127359. * Gets or sets the current target frame rate (60 by default)
  127360. */
  127361. /**
  127362. * Gets or sets the current target frame rate (60 by default)
  127363. */
  127364. targetFrameRate: number;
  127365. /**
  127366. * Gets or sets the current interval between two checks (every 2000ms by default)
  127367. */
  127368. /**
  127369. * Gets or sets the current interval between two checks (every 2000ms by default)
  127370. */
  127371. trackerDuration: number;
  127372. /**
  127373. * Gets the list of active optimizations
  127374. */
  127375. readonly optimizations: SceneOptimization[];
  127376. /**
  127377. * Creates a new SceneOptimizer
  127378. * @param scene defines the scene to work on
  127379. * @param options defines the options to use with the SceneOptimizer
  127380. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  127381. * @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)
  127382. */
  127383. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  127384. /**
  127385. * Stops the current optimizer
  127386. */
  127387. stop(): void;
  127388. /**
  127389. * Reset the optimizer to initial step (current priority level = 0)
  127390. */
  127391. reset(): void;
  127392. /**
  127393. * Start the optimizer. By default it will try to reach a specific framerate
  127394. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  127395. */
  127396. start(): void;
  127397. private _checkCurrentState;
  127398. /**
  127399. * Release all resources
  127400. */
  127401. dispose(): void;
  127402. /**
  127403. * Helper function to create a SceneOptimizer with one single line of code
  127404. * @param scene defines the scene to work on
  127405. * @param options defines the options to use with the SceneOptimizer
  127406. * @param onSuccess defines a callback to call on success
  127407. * @param onFailure defines a callback to call on failure
  127408. * @returns the new SceneOptimizer object
  127409. */
  127410. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  127411. }
  127412. }
  127413. declare module BABYLON {
  127414. /**
  127415. * Class used to serialize a scene into a string
  127416. */
  127417. export class SceneSerializer {
  127418. /**
  127419. * Clear cache used by a previous serialization
  127420. */
  127421. static ClearCache(): void;
  127422. /**
  127423. * Serialize a scene into a JSON compatible object
  127424. * @param scene defines the scene to serialize
  127425. * @returns a JSON compatible object
  127426. */
  127427. static Serialize(scene: Scene): any;
  127428. /**
  127429. * Serialize a mesh into a JSON compatible object
  127430. * @param toSerialize defines the mesh to serialize
  127431. * @param withParents defines if parents must be serialized as well
  127432. * @param withChildren defines if children must be serialized as well
  127433. * @returns a JSON compatible object
  127434. */
  127435. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  127436. }
  127437. }
  127438. declare module BABYLON {
  127439. /**
  127440. * Class used to host texture specific utilities
  127441. */
  127442. export class TextureTools {
  127443. /**
  127444. * Uses the GPU to create a copy texture rescaled at a given size
  127445. * @param texture Texture to copy from
  127446. * @param width defines the desired width
  127447. * @param height defines the desired height
  127448. * @param useBilinearMode defines if bilinear mode has to be used
  127449. * @return the generated texture
  127450. */
  127451. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  127452. }
  127453. }
  127454. declare module BABYLON {
  127455. /**
  127456. * This represents the different options available for the video capture.
  127457. */
  127458. export interface VideoRecorderOptions {
  127459. /** Defines the mime type of the video. */
  127460. mimeType: string;
  127461. /** Defines the FPS the video should be recorded at. */
  127462. fps: number;
  127463. /** Defines the chunk size for the recording data. */
  127464. recordChunckSize: number;
  127465. /** The audio tracks to attach to the recording. */
  127466. audioTracks?: MediaStreamTrack[];
  127467. }
  127468. /**
  127469. * This can help with recording videos from BabylonJS.
  127470. * This is based on the available WebRTC functionalities of the browser.
  127471. *
  127472. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  127473. */
  127474. export class VideoRecorder {
  127475. private static readonly _defaultOptions;
  127476. /**
  127477. * Returns whether or not the VideoRecorder is available in your browser.
  127478. * @param engine Defines the Babylon Engine.
  127479. * @returns true if supported otherwise false.
  127480. */
  127481. static IsSupported(engine: Engine): boolean;
  127482. private readonly _options;
  127483. private _canvas;
  127484. private _mediaRecorder;
  127485. private _recordedChunks;
  127486. private _fileName;
  127487. private _resolve;
  127488. private _reject;
  127489. /**
  127490. * True when a recording is already in progress.
  127491. */
  127492. readonly isRecording: boolean;
  127493. /**
  127494. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  127495. * @param engine Defines the BabylonJS Engine you wish to record.
  127496. * @param options Defines options that can be used to customize the capture.
  127497. */
  127498. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  127499. /**
  127500. * Stops the current recording before the default capture timeout passed in the startRecording function.
  127501. */
  127502. stopRecording(): void;
  127503. /**
  127504. * Starts recording the canvas for a max duration specified in parameters.
  127505. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  127506. * If null no automatic download will start and you can rely on the promise to get the data back.
  127507. * @param maxDuration Defines the maximum recording time in seconds.
  127508. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  127509. * @return A promise callback at the end of the recording with the video data in Blob.
  127510. */
  127511. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  127512. /**
  127513. * Releases internal resources used during the recording.
  127514. */
  127515. dispose(): void;
  127516. private _handleDataAvailable;
  127517. private _handleError;
  127518. private _handleStop;
  127519. }
  127520. }
  127521. declare module BABYLON {
  127522. /**
  127523. * Class containing a set of static utilities functions for screenshots
  127524. */
  127525. export class ScreenshotTools {
  127526. /**
  127527. * Captures a screenshot of the current rendering
  127528. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127529. * @param engine defines the rendering engine
  127530. * @param camera defines the source camera
  127531. * @param size This parameter can be set to a single number or to an object with the
  127532. * following (optional) properties: precision, width, height. If a single number is passed,
  127533. * it will be used for both width and height. If an object is passed, the screenshot size
  127534. * will be derived from the parameters. The precision property is a multiplier allowing
  127535. * rendering at a higher or lower resolution
  127536. * @param successCallback defines the callback receives a single parameter which contains the
  127537. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  127538. * src parameter of an <img> to display it
  127539. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  127540. * Check your browser for supported MIME types
  127541. */
  127542. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  127543. /**
  127544. * Captures a screenshot of the current rendering
  127545. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127546. * @param engine defines the rendering engine
  127547. * @param camera defines the source camera
  127548. * @param size This parameter can be set to a single number or to an object with the
  127549. * following (optional) properties: precision, width, height. If a single number is passed,
  127550. * it will be used for both width and height. If an object is passed, the screenshot size
  127551. * will be derived from the parameters. The precision property is a multiplier allowing
  127552. * rendering at a higher or lower resolution
  127553. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  127554. * Check your browser for supported MIME types
  127555. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  127556. * to the src parameter of an <img> to display it
  127557. */
  127558. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  127559. /**
  127560. * Generates an image screenshot from the specified camera.
  127561. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127562. * @param engine The engine to use for rendering
  127563. * @param camera The camera to use for rendering
  127564. * @param size This parameter can be set to a single number or to an object with the
  127565. * following (optional) properties: precision, width, height. If a single number is passed,
  127566. * it will be used for both width and height. If an object is passed, the screenshot size
  127567. * will be derived from the parameters. The precision property is a multiplier allowing
  127568. * rendering at a higher or lower resolution
  127569. * @param successCallback The callback receives a single parameter which contains the
  127570. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  127571. * src parameter of an <img> to display it
  127572. * @param mimeType The MIME type of the screenshot image (default: image/png).
  127573. * Check your browser for supported MIME types
  127574. * @param samples Texture samples (default: 1)
  127575. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  127576. * @param fileName A name for for the downloaded file.
  127577. */
  127578. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  127579. /**
  127580. * Generates an image screenshot from the specified camera.
  127581. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127582. * @param engine The engine to use for rendering
  127583. * @param camera The camera to use for rendering
  127584. * @param size This parameter can be set to a single number or to an object with the
  127585. * following (optional) properties: precision, width, height. If a single number is passed,
  127586. * it will be used for both width and height. If an object is passed, the screenshot size
  127587. * will be derived from the parameters. The precision property is a multiplier allowing
  127588. * rendering at a higher or lower resolution
  127589. * @param mimeType The MIME type of the screenshot image (default: image/png).
  127590. * Check your browser for supported MIME types
  127591. * @param samples Texture samples (default: 1)
  127592. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  127593. * @param fileName A name for for the downloaded file.
  127594. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  127595. * to the src parameter of an <img> to display it
  127596. */
  127597. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  127598. /**
  127599. * Gets height and width for screenshot size
  127600. * @private
  127601. */
  127602. private static _getScreenshotSize;
  127603. }
  127604. }
  127605. declare module BABYLON {
  127606. /**
  127607. * A cursor which tracks a point on a path
  127608. */
  127609. export class PathCursor {
  127610. private path;
  127611. /**
  127612. * Stores path cursor callbacks for when an onchange event is triggered
  127613. */
  127614. private _onchange;
  127615. /**
  127616. * The value of the path cursor
  127617. */
  127618. value: number;
  127619. /**
  127620. * The animation array of the path cursor
  127621. */
  127622. animations: Animation[];
  127623. /**
  127624. * Initializes the path cursor
  127625. * @param path The path to track
  127626. */
  127627. constructor(path: Path2);
  127628. /**
  127629. * Gets the cursor point on the path
  127630. * @returns A point on the path cursor at the cursor location
  127631. */
  127632. getPoint(): Vector3;
  127633. /**
  127634. * Moves the cursor ahead by the step amount
  127635. * @param step The amount to move the cursor forward
  127636. * @returns This path cursor
  127637. */
  127638. moveAhead(step?: number): PathCursor;
  127639. /**
  127640. * Moves the cursor behind by the step amount
  127641. * @param step The amount to move the cursor back
  127642. * @returns This path cursor
  127643. */
  127644. moveBack(step?: number): PathCursor;
  127645. /**
  127646. * Moves the cursor by the step amount
  127647. * If the step amount is greater than one, an exception is thrown
  127648. * @param step The amount to move the cursor
  127649. * @returns This path cursor
  127650. */
  127651. move(step: number): PathCursor;
  127652. /**
  127653. * Ensures that the value is limited between zero and one
  127654. * @returns This path cursor
  127655. */
  127656. private ensureLimits;
  127657. /**
  127658. * Runs onchange callbacks on change (used by the animation engine)
  127659. * @returns This path cursor
  127660. */
  127661. private raiseOnChange;
  127662. /**
  127663. * Executes a function on change
  127664. * @param f A path cursor onchange callback
  127665. * @returns This path cursor
  127666. */
  127667. onchange(f: (cursor: PathCursor) => void): PathCursor;
  127668. }
  127669. }
  127670. declare module BABYLON {
  127671. /** @hidden */
  127672. export var blurPixelShader: {
  127673. name: string;
  127674. shader: string;
  127675. };
  127676. }
  127677. declare module BABYLON {
  127678. /** @hidden */
  127679. export var pointCloudVertexDeclaration: {
  127680. name: string;
  127681. shader: string;
  127682. };
  127683. }
  127684. // Mixins
  127685. interface Window {
  127686. mozIndexedDB: IDBFactory;
  127687. webkitIndexedDB: IDBFactory;
  127688. msIndexedDB: IDBFactory;
  127689. webkitURL: typeof URL;
  127690. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  127691. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  127692. WebGLRenderingContext: WebGLRenderingContext;
  127693. MSGesture: MSGesture;
  127694. CANNON: any;
  127695. AudioContext: AudioContext;
  127696. webkitAudioContext: AudioContext;
  127697. PointerEvent: any;
  127698. Math: Math;
  127699. Uint8Array: Uint8ArrayConstructor;
  127700. Float32Array: Float32ArrayConstructor;
  127701. mozURL: typeof URL;
  127702. msURL: typeof URL;
  127703. VRFrameData: any; // WebVR, from specs 1.1
  127704. DracoDecoderModule: any;
  127705. setImmediate(handler: (...args: any[]) => void): number;
  127706. }
  127707. interface HTMLCanvasElement {
  127708. requestPointerLock(): void;
  127709. msRequestPointerLock?(): void;
  127710. mozRequestPointerLock?(): void;
  127711. webkitRequestPointerLock?(): void;
  127712. /** Track wether a record is in progress */
  127713. isRecording: boolean;
  127714. /** Capture Stream method defined by some browsers */
  127715. captureStream(fps?: number): MediaStream;
  127716. }
  127717. interface CanvasRenderingContext2D {
  127718. msImageSmoothingEnabled: boolean;
  127719. }
  127720. interface MouseEvent {
  127721. mozMovementX: number;
  127722. mozMovementY: number;
  127723. webkitMovementX: number;
  127724. webkitMovementY: number;
  127725. msMovementX: number;
  127726. msMovementY: number;
  127727. }
  127728. interface Navigator {
  127729. mozGetVRDevices: (any: any) => any;
  127730. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  127731. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  127732. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  127733. webkitGetGamepads(): Gamepad[];
  127734. msGetGamepads(): Gamepad[];
  127735. webkitGamepads(): Gamepad[];
  127736. }
  127737. interface HTMLVideoElement {
  127738. mozSrcObject: any;
  127739. }
  127740. interface Math {
  127741. fround(x: number): number;
  127742. imul(a: number, b: number): number;
  127743. }
  127744. interface WebGLRenderingContext {
  127745. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  127746. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  127747. vertexAttribDivisor(index: number, divisor: number): void;
  127748. createVertexArray(): any;
  127749. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  127750. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  127751. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  127752. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  127753. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  127754. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  127755. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  127756. // Queries
  127757. createQuery(): WebGLQuery;
  127758. deleteQuery(query: WebGLQuery): void;
  127759. beginQuery(target: number, query: WebGLQuery): void;
  127760. endQuery(target: number): void;
  127761. getQueryParameter(query: WebGLQuery, pname: number): any;
  127762. getQuery(target: number, pname: number): any;
  127763. MAX_SAMPLES: number;
  127764. RGBA8: number;
  127765. READ_FRAMEBUFFER: number;
  127766. DRAW_FRAMEBUFFER: number;
  127767. UNIFORM_BUFFER: number;
  127768. HALF_FLOAT_OES: number;
  127769. RGBA16F: number;
  127770. RGBA32F: number;
  127771. R32F: number;
  127772. RG32F: number;
  127773. RGB32F: number;
  127774. R16F: number;
  127775. RG16F: number;
  127776. RGB16F: number;
  127777. RED: number;
  127778. RG: number;
  127779. R8: number;
  127780. RG8: number;
  127781. UNSIGNED_INT_24_8: number;
  127782. DEPTH24_STENCIL8: number;
  127783. /* Multiple Render Targets */
  127784. drawBuffers(buffers: number[]): void;
  127785. readBuffer(src: number): void;
  127786. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  127787. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  127788. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  127789. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  127790. // Occlusion Query
  127791. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  127792. ANY_SAMPLES_PASSED: number;
  127793. QUERY_RESULT_AVAILABLE: number;
  127794. QUERY_RESULT: number;
  127795. }
  127796. interface WebGLProgram {
  127797. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  127798. }
  127799. interface EXT_disjoint_timer_query {
  127800. QUERY_COUNTER_BITS_EXT: number;
  127801. TIME_ELAPSED_EXT: number;
  127802. TIMESTAMP_EXT: number;
  127803. GPU_DISJOINT_EXT: number;
  127804. QUERY_RESULT_EXT: number;
  127805. QUERY_RESULT_AVAILABLE_EXT: number;
  127806. queryCounterEXT(query: WebGLQuery, target: number): void;
  127807. createQueryEXT(): WebGLQuery;
  127808. beginQueryEXT(target: number, query: WebGLQuery): void;
  127809. endQueryEXT(target: number): void;
  127810. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  127811. deleteQueryEXT(query: WebGLQuery): void;
  127812. }
  127813. interface WebGLUniformLocation {
  127814. _currentState: any;
  127815. }
  127816. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  127817. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  127818. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  127819. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  127820. interface WebGLRenderingContext {
  127821. readonly RASTERIZER_DISCARD: number;
  127822. readonly DEPTH_COMPONENT24: number;
  127823. readonly TEXTURE_3D: number;
  127824. readonly TEXTURE_2D_ARRAY: number;
  127825. readonly TEXTURE_COMPARE_FUNC: number;
  127826. readonly TEXTURE_COMPARE_MODE: number;
  127827. readonly COMPARE_REF_TO_TEXTURE: number;
  127828. readonly TEXTURE_WRAP_R: number;
  127829. readonly HALF_FLOAT: number;
  127830. readonly RGB8: number;
  127831. readonly RED_INTEGER: number;
  127832. readonly RG_INTEGER: number;
  127833. readonly RGB_INTEGER: number;
  127834. readonly RGBA_INTEGER: number;
  127835. readonly R8_SNORM: number;
  127836. readonly RG8_SNORM: number;
  127837. readonly RGB8_SNORM: number;
  127838. readonly RGBA8_SNORM: number;
  127839. readonly R8I: number;
  127840. readonly RG8I: number;
  127841. readonly RGB8I: number;
  127842. readonly RGBA8I: number;
  127843. readonly R8UI: number;
  127844. readonly RG8UI: number;
  127845. readonly RGB8UI: number;
  127846. readonly RGBA8UI: number;
  127847. readonly R16I: number;
  127848. readonly RG16I: number;
  127849. readonly RGB16I: number;
  127850. readonly RGBA16I: number;
  127851. readonly R16UI: number;
  127852. readonly RG16UI: number;
  127853. readonly RGB16UI: number;
  127854. readonly RGBA16UI: number;
  127855. readonly R32I: number;
  127856. readonly RG32I: number;
  127857. readonly RGB32I: number;
  127858. readonly RGBA32I: number;
  127859. readonly R32UI: number;
  127860. readonly RG32UI: number;
  127861. readonly RGB32UI: number;
  127862. readonly RGBA32UI: number;
  127863. readonly RGB10_A2UI: number;
  127864. readonly R11F_G11F_B10F: number;
  127865. readonly RGB9_E5: number;
  127866. readonly RGB10_A2: number;
  127867. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  127868. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  127869. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  127870. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  127871. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  127872. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  127873. 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;
  127874. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  127875. readonly TRANSFORM_FEEDBACK: number;
  127876. readonly INTERLEAVED_ATTRIBS: number;
  127877. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  127878. createTransformFeedback(): WebGLTransformFeedback;
  127879. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  127880. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  127881. beginTransformFeedback(primitiveMode: number): void;
  127882. endTransformFeedback(): void;
  127883. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  127884. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  127885. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  127886. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  127887. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  127888. }
  127889. interface ImageBitmap {
  127890. readonly width: number;
  127891. readonly height: number;
  127892. close(): void;
  127893. }
  127894. interface WebGLQuery extends WebGLObject {
  127895. }
  127896. declare var WebGLQuery: {
  127897. prototype: WebGLQuery;
  127898. new(): WebGLQuery;
  127899. };
  127900. interface WebGLSampler extends WebGLObject {
  127901. }
  127902. declare var WebGLSampler: {
  127903. prototype: WebGLSampler;
  127904. new(): WebGLSampler;
  127905. };
  127906. interface WebGLSync extends WebGLObject {
  127907. }
  127908. declare var WebGLSync: {
  127909. prototype: WebGLSync;
  127910. new(): WebGLSync;
  127911. };
  127912. interface WebGLTransformFeedback extends WebGLObject {
  127913. }
  127914. declare var WebGLTransformFeedback: {
  127915. prototype: WebGLTransformFeedback;
  127916. new(): WebGLTransformFeedback;
  127917. };
  127918. interface WebGLVertexArrayObject extends WebGLObject {
  127919. }
  127920. declare var WebGLVertexArrayObject: {
  127921. prototype: WebGLVertexArrayObject;
  127922. new(): WebGLVertexArrayObject;
  127923. };
  127924. // Type definitions for WebVR API
  127925. // Project: https://w3c.github.io/webvr/
  127926. // Definitions by: six a <https://github.com/lostfictions>
  127927. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  127928. interface VRDisplay extends EventTarget {
  127929. /**
  127930. * Dictionary of capabilities describing the VRDisplay.
  127931. */
  127932. readonly capabilities: VRDisplayCapabilities;
  127933. /**
  127934. * z-depth defining the far plane of the eye view frustum
  127935. * enables mapping of values in the render target depth
  127936. * attachment to scene coordinates. Initially set to 10000.0.
  127937. */
  127938. depthFar: number;
  127939. /**
  127940. * z-depth defining the near plane of the eye view frustum
  127941. * enables mapping of values in the render target depth
  127942. * attachment to scene coordinates. Initially set to 0.01.
  127943. */
  127944. depthNear: number;
  127945. /**
  127946. * An identifier for this distinct VRDisplay. Used as an
  127947. * association point in the Gamepad API.
  127948. */
  127949. readonly displayId: number;
  127950. /**
  127951. * A display name, a user-readable name identifying it.
  127952. */
  127953. readonly displayName: string;
  127954. readonly isConnected: boolean;
  127955. readonly isPresenting: boolean;
  127956. /**
  127957. * If this VRDisplay supports room-scale experiences, the optional
  127958. * stage attribute contains details on the room-scale parameters.
  127959. */
  127960. readonly stageParameters: VRStageParameters | null;
  127961. /**
  127962. * Passing the value returned by `requestAnimationFrame` to
  127963. * `cancelAnimationFrame` will unregister the callback.
  127964. * @param handle Define the hanle of the request to cancel
  127965. */
  127966. cancelAnimationFrame(handle: number): void;
  127967. /**
  127968. * Stops presenting to the VRDisplay.
  127969. * @returns a promise to know when it stopped
  127970. */
  127971. exitPresent(): Promise<void>;
  127972. /**
  127973. * Return the current VREyeParameters for the given eye.
  127974. * @param whichEye Define the eye we want the parameter for
  127975. * @returns the eye parameters
  127976. */
  127977. getEyeParameters(whichEye: string): VREyeParameters;
  127978. /**
  127979. * Populates the passed VRFrameData with the information required to render
  127980. * the current frame.
  127981. * @param frameData Define the data structure to populate
  127982. * @returns true if ok otherwise false
  127983. */
  127984. getFrameData(frameData: VRFrameData): boolean;
  127985. /**
  127986. * Get the layers currently being presented.
  127987. * @returns the list of VR layers
  127988. */
  127989. getLayers(): VRLayer[];
  127990. /**
  127991. * Return a VRPose containing the future predicted pose of the VRDisplay
  127992. * when the current frame will be presented. The value returned will not
  127993. * change until JavaScript has returned control to the browser.
  127994. *
  127995. * The VRPose will contain the position, orientation, velocity,
  127996. * and acceleration of each of these properties.
  127997. * @returns the pose object
  127998. */
  127999. getPose(): VRPose;
  128000. /**
  128001. * Return the current instantaneous pose of the VRDisplay, with no
  128002. * prediction applied.
  128003. * @returns the current instantaneous pose
  128004. */
  128005. getImmediatePose(): VRPose;
  128006. /**
  128007. * The callback passed to `requestAnimationFrame` will be called
  128008. * any time a new frame should be rendered. When the VRDisplay is
  128009. * presenting the callback will be called at the native refresh
  128010. * rate of the HMD. When not presenting this function acts
  128011. * identically to how window.requestAnimationFrame acts. Content should
  128012. * make no assumptions of frame rate or vsync behavior as the HMD runs
  128013. * asynchronously from other displays and at differing refresh rates.
  128014. * @param callback Define the eaction to run next frame
  128015. * @returns the request handle it
  128016. */
  128017. requestAnimationFrame(callback: FrameRequestCallback): number;
  128018. /**
  128019. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  128020. * Repeat calls while already presenting will update the VRLayers being displayed.
  128021. * @param layers Define the list of layer to present
  128022. * @returns a promise to know when the request has been fulfilled
  128023. */
  128024. requestPresent(layers: VRLayer[]): Promise<void>;
  128025. /**
  128026. * Reset the pose for this display, treating its current position and
  128027. * orientation as the "origin/zero" values. VRPose.position,
  128028. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  128029. * updated when calling resetPose(). This should be called in only
  128030. * sitting-space experiences.
  128031. */
  128032. resetPose(): void;
  128033. /**
  128034. * The VRLayer provided to the VRDisplay will be captured and presented
  128035. * in the HMD. Calling this function has the same effect on the source
  128036. * canvas as any other operation that uses its source image, and canvases
  128037. * created without preserveDrawingBuffer set to true will be cleared.
  128038. * @param pose Define the pose to submit
  128039. */
  128040. submitFrame(pose?: VRPose): void;
  128041. }
  128042. declare var VRDisplay: {
  128043. prototype: VRDisplay;
  128044. new(): VRDisplay;
  128045. };
  128046. interface VRLayer {
  128047. leftBounds?: number[] | Float32Array | null;
  128048. rightBounds?: number[] | Float32Array | null;
  128049. source?: HTMLCanvasElement | null;
  128050. }
  128051. interface VRDisplayCapabilities {
  128052. readonly canPresent: boolean;
  128053. readonly hasExternalDisplay: boolean;
  128054. readonly hasOrientation: boolean;
  128055. readonly hasPosition: boolean;
  128056. readonly maxLayers: number;
  128057. }
  128058. interface VREyeParameters {
  128059. /** @deprecated */
  128060. readonly fieldOfView: VRFieldOfView;
  128061. readonly offset: Float32Array;
  128062. readonly renderHeight: number;
  128063. readonly renderWidth: number;
  128064. }
  128065. interface VRFieldOfView {
  128066. readonly downDegrees: number;
  128067. readonly leftDegrees: number;
  128068. readonly rightDegrees: number;
  128069. readonly upDegrees: number;
  128070. }
  128071. interface VRFrameData {
  128072. readonly leftProjectionMatrix: Float32Array;
  128073. readonly leftViewMatrix: Float32Array;
  128074. readonly pose: VRPose;
  128075. readonly rightProjectionMatrix: Float32Array;
  128076. readonly rightViewMatrix: Float32Array;
  128077. readonly timestamp: number;
  128078. }
  128079. interface VRPose {
  128080. readonly angularAcceleration: Float32Array | null;
  128081. readonly angularVelocity: Float32Array | null;
  128082. readonly linearAcceleration: Float32Array | null;
  128083. readonly linearVelocity: Float32Array | null;
  128084. readonly orientation: Float32Array | null;
  128085. readonly position: Float32Array | null;
  128086. readonly timestamp: number;
  128087. }
  128088. interface VRStageParameters {
  128089. sittingToStandingTransform?: Float32Array;
  128090. sizeX?: number;
  128091. sizeY?: number;
  128092. }
  128093. interface Navigator {
  128094. getVRDisplays(): Promise<VRDisplay[]>;
  128095. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  128096. }
  128097. interface Window {
  128098. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  128099. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  128100. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  128101. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  128102. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  128103. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  128104. }
  128105. interface Gamepad {
  128106. readonly displayId: number;
  128107. }
  128108. type XRSessionMode =
  128109. | "inline"
  128110. | "immersive-vr"
  128111. | "immersive-ar";
  128112. type XRReferenceSpaceType =
  128113. | "viewer"
  128114. | "local"
  128115. | "local-floor"
  128116. | "bounded-floor"
  128117. | "unbounded";
  128118. type XREnvironmentBlendMode =
  128119. | "opaque"
  128120. | "additive"
  128121. | "alpha-blend";
  128122. type XRVisibilityState =
  128123. | "visible"
  128124. | "visible-blurred"
  128125. | "hidden";
  128126. type XRHandedness =
  128127. | "none"
  128128. | "left"
  128129. | "right";
  128130. type XRTargetRayMode =
  128131. | "gaze"
  128132. | "tracked-pointer"
  128133. | "screen";
  128134. type XREye =
  128135. | "none"
  128136. | "left"
  128137. | "right";
  128138. interface XRSpace extends EventTarget {
  128139. }
  128140. interface XRRenderState {
  128141. depthNear?: number;
  128142. depthFar?: number;
  128143. inlineVerticalFieldOfView?: number;
  128144. baseLayer?: XRWebGLLayer;
  128145. }
  128146. interface XRInputSource {
  128147. handedness: XRHandedness;
  128148. targetRayMode: XRTargetRayMode;
  128149. targetRaySpace: XRSpace;
  128150. gripSpace: XRSpace | undefined;
  128151. gamepad: Gamepad | undefined;
  128152. profiles: Array<string>;
  128153. }
  128154. interface XRSession {
  128155. addEventListener: Function;
  128156. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  128157. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  128158. requestAnimationFrame: Function;
  128159. end(): Promise<void>;
  128160. renderState: XRRenderState;
  128161. inputSources: Array<XRInputSource>;
  128162. }
  128163. interface XRReferenceSpace extends XRSpace {
  128164. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  128165. onreset: any;
  128166. }
  128167. interface XRFrame {
  128168. session: XRSession;
  128169. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  128170. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  128171. }
  128172. interface XRViewerPose extends XRPose {
  128173. views: Array<XRView>;
  128174. }
  128175. interface XRPose {
  128176. transform: XRRigidTransform;
  128177. emulatedPosition: boolean;
  128178. }
  128179. declare var XRWebGLLayer: {
  128180. prototype: XRWebGLLayer;
  128181. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  128182. };
  128183. interface XRWebGLLayer {
  128184. framebuffer: WebGLFramebuffer;
  128185. framebufferWidth: number;
  128186. framebufferHeight: number;
  128187. getViewport: Function;
  128188. }
  128189. interface XRRigidTransform {
  128190. position: DOMPointReadOnly;
  128191. orientation: DOMPointReadOnly;
  128192. matrix: Float32Array;
  128193. inverse: XRRigidTransform;
  128194. }
  128195. interface XRView {
  128196. eye: XREye;
  128197. projectionMatrix: Float32Array;
  128198. transform: XRRigidTransform;
  128199. }
  128200. interface XRInputSourceChangeEvent {
  128201. session: XRSession;
  128202. removed: Array<XRInputSource>;
  128203. added: Array<XRInputSource>;
  128204. }